I feel like if there was a nice modern statically typed language that was easy to embed I would go with that. Something like Dart maybe. But I don't think that's easy to integrate.
I feel like if there was a nice modern statically typed language that was easy to embed I would go with that. Something like Dart maybe. But I don't think that's easy to integrate.
I think scripting languages are a very bad idea for the core functionality of a game and I see no benefit to them. If its done after you have nailed down all your core mechanics and just want to add mod support for things such as player created maps then I think that's fine.
That means that a scripting language should only be added towards the very end of a project. Adding it towards the beginning when you don't even know your core mechanics yet seems crazy to me since I see no benefit to it.
I guess the core mechanics of Quake were very obvious. It wasn't a very innovative game in that sense; basically identical to Doom but with way fancier graphics, controls and so on.
And lest we forget, Reaper Bot, the thing that made PvE deathmatch a reality.
To this day I'm amazed that so much cool stuff was done in QuakeC despite the language not even having arrays...
[1] https://learn.microsoft.com/en-us/dotnet/core/tutorials/netc...
[2] https://github.com/dotnet/roslyn/blob/main/docs/wiki/Scripti...