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CINT as scripting subsystem
Posted: Fri Jul 15, 2011 5:57 pm
by sleo
http://root.cern.ch/drupal/content/cint
Have anybody worked with that? Is it worth looking as
Lua alternative and
makecint as
toLua++ alternative?
Re: CINT as scripting subsystem
Posted: Fri Jul 15, 2011 6:55 pm
by nikki
IMO, for a scripting language, you'd want the dynamic typing, garbage collection etc. that Lua, Python or similar languages provide. Also they have pretty good ways to bind your C++ interface (boost.bind, luabind etc.).
Re: CINT as scripting subsystem
Posted: Fri Jul 15, 2011 7:19 pm
by stealth977
Well, i found some comparison charts which shows CINT is median 270x slower than C++ code where python is only median 30x slower and C# Mono is only median 2.5x slower....
Re: CINT as scripting subsystem
Posted: Sat Jul 16, 2011 1:05 pm
by BTolputt
If you're looking at speed, LuaJIT 2.0 is incredibly fast. In some benchmarks, it outperforms C/C++ (though admittedly, those are probably contrived examples). With the work Mike Pall has put into that virtual machine, it is an incredible addition to any game engine needing scripting - it is based on Lua 5.1 (meaning there is alot of experience and documentation out there), it runs on damned near everything (PPC, x86/x86_64, ARM, etc), and the speed hit is very small for a typeless, cross-paradigm language.
Re: CINT as scripting subsystem
Posted: Sun Jul 17, 2011 12:57 am
by Kojack
CINT seems like it might be useful for prototyping c code or something, but not as a general purpose scripting system.
There's a lot of scripting languages which have a c style syntax and are probably faster.
Re: CINT as scripting subsystem
Posted: Fri Jul 29, 2011 3:51 pm
by sleo
Ok, CINT - high stability and very slow is for banking systems, LuaJIT for games.
How about AngelScript used in Ogitor? Or MonsterScript used in OpenMW?