[=The_E;134507]
I’m sorry, what? Yeah, sure, I as a programmer should do programming. But my buddy over there, who’s a writer and mission designer, he should be creating content, not learning how memory management works. So, in order to let him do the job, it’s my job to give him the tools he needs to get the job done. And part of that toolset is creating an open, data-driven system that he can use without the risk of breaking something.
You are arguing from a very weird position. Here’s a story from my experience working on FreeSpace. Our scripting system, which uses a LISP-lookalike language, is a giant heap of code that, to the uninitiated, looks weird and inefficient. But, guess what happened when we tried to actually profile it? It turns out that this entire system, even under the most complex load we can find, never registers as more than a small blip in our profiler. There are big missions out there, with hundreds of events, and this system? It usually takes less than .1% of frametime to run. Could this be faster if our mission designers were using C++? Possibly. Would the increase in speed be worth the hassle of trying to teach all these people how to do C++? Hell No. We, as coders, can spend our time better optimizing the systems that actually matter in determining frame execution time, and our game designers can spend their time better doing what they do. stays happy.
You, on the other hand, seem to expect non-programmers to learn how to be programmers for the sake of optimizing that .1% of frametime. That’s kinda weird.
Exactly. Why are you?
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I disagree with your reasoning, and I believe that doesn’t matter what arguments would I or anybody provide, you would still know that you by using slow scripting languages are getting better performance (or irrelevant gain in it).
I think differently and employ/work with people who actually don’t have to learn C++ because they already know it and no time is wasted on teaching them.
But that’s just me and my way of doing things.