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[ANN] Squirrel 1.0 release candidate 2(RC2) is out

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6 comments, last by Toni Petrina 19 years, 11 months ago
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
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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".
Squirrel has been designed with games in mind.

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
-----------------------------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".
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
-----------------------------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".

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