Game Development Community

C++ or scripting

by Francois Machabee · in Torque Game Engine · 09/19/2002 (9:41 am) · 2 replies

Hi everyone,

I am new to Torque and was wondering, what is the best approach to developping with Torque? Using it in C++ directly or using the scripting language to basically make a mod for the torque demo app.

My concerns are that :

a) scripting will not be as fast as direct C++
b) scripting exposes our programming to outsiders
c) integration with new classes will be more difficult to do


We have experience with other engines (genesis, lithtech) and those engines mostly use the C,C++ direct approach.

Also, if we wanted to go fresh with a C++ project, is there any starter template available for a minimum application using Torque or should we just take the game folder in the engine source and start from there? What about copyright issues related to using the code from the game folder, all of it is owned by garagegames.com or sierra?


Thanks and sorry for all the questions!

About the author

Recent Threads


#1
09/21/2002 (12:57 am)
I would suggest this:

for extensions to the game (basically self-contained concepts), use C++ classes.

for actual game logic (how those self-contained concepts interact), use script.

Also, remember: script files compile to .dso files, which you can distribute without source, if you're worried about safeguarding Intellectual Property.
#2
09/21/2002 (3:18 pm)
Thanks Bryan,

How does the speed of a script compare to a C++ extension once the game is loaded. Anyone ever test this?