[ANN] Squirrel 1.0 release candidate 2(RC2) is out
Hi all I've just released a new hotfix version of Squirrel(release candidate 2).
changes log:
-fixed bug in the vm(thx Pierre Renaux)
-fixed bug in the optimizer(thx Pierre Renaux)
-fixed some bug in the documentation(thx JD)
-added new api functions for raw object handling
-removed nested multiline comments
-reduced memory footprint in C references
Squirrel is a light weight programming language(6K~ lines) featuring higher-order functions,delegation,tail recursion,generators,cooperative threads(aka coroutines),exception handling, reference counting and garbage collection on demand. C-like syntax.
ciao
Alberto
-----------------------------The programming language Squirrelhttp://www.squirrel-lang.org
On question before I start using this. Is it suitable for game development?
So... Muira Yoshimoto sliced off his head, walked 8 miles, and defeated a Mongolian horde... by beating them with his head?
Documentation? "We are writing games, we don't have to document anything".
Documentation? "We are writing games, we don't have to document anything".
Squirrel has been designed with games in mind.
ciao
Alberto
ciao
Alberto
-----------------------------The programming language Squirrelhttp://www.squirrel-lang.org
Since you use reference counting, do you have to worry about cycles in associative tables?
Well, squirrel has a garbage collector that you can call when you think is needed (for instance on check points, when you save the game state or between levels loading).
sq_collectgarbage() from C
::collectgarbage() from squirrel
call the collector and return the number of cycles that have been deleted.
Personally I rarely had cycles in my code.
Squirrel 1.1 will have weak assignement.
ciao
Alberto
sq_collectgarbage() from C
::collectgarbage() from squirrel
call the collector and return the number of cycles that have been deleted.
Personally I rarely had cycles in my code.
Squirrel 1.1 will have weak assignement.
ciao
Alberto
-----------------------------The programming language Squirrelhttp://www.squirrel-lang.org
From your help file I don't see how can C++ and squirell interact. They can through UserPointers, etc. but it isn't quite easy. Not as easy as Boost::Python
So... Muira Yoshimoto sliced off his head, walked 8 miles, and defeated a Mongolian horde... by beating them with his head?
Documentation? "We are writing games, we don't have to document anything".
Documentation? "We are writing games, we don't have to document anything".
Indeed. Still, personally I do not plan anything like LuaBind or Boost::Python simply beacuse I found them unusable in a game.
At the moment I'm writing some 'How to' mini articles that I'll put on online soon.
I personally bind my C++ stuff using few routines I wrote in about 4h; similar to the stuff I did for Lua in Far cry. I do not believe in automatic bindings, at least for a tight environment like a game.
ciao
Alberto
At the moment I'm writing some 'How to' mini articles that I'll put on online soon.
I personally bind my C++ stuff using few routines I wrote in about 4h; similar to the stuff I did for Lua in Far cry. I do not believe in automatic bindings, at least for a tight environment like a game.
ciao
Alberto
-----------------------------The programming language Squirrelhttp://www.squirrel-lang.org
Quote: Original post by fagiano
Indeed. Still, personally I do not plan anything like LuaBind or Boost::Python simply beacuse I found them unusable in a game.
At the moment I'm writing some 'How to' mini articles that I'll put on online soon.
I personally bind my C++ stuff using few routines I wrote in about 4h; similar to the stuff I did for Lua in Far cry. I do not believe in automatic bindings, at least for a tight environment like a game.
ciao
Alberto
I'm looking forward to them. Also, I agree that bindings are to local to create specific interface just for binding. However, they can ease usage[LOL].
So... Muira Yoshimoto sliced off his head, walked 8 miles, and defeated a Mongolian horde... by beating them with his head?
Documentation? "We are writing games, we don't have to document anything".
Documentation? "We are writing games, we don't have to document anything".
This topic is closed to new replies.
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