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Re: [pygame] Scripting language



Sorry, I disagree (let's flaaaaaame!!  ;) )

When you initially cook up a 'little scripting language', and there it sits,
dripping wet and shining new, it usually does what you want.  Pretty much.  Almost.

Then you go to add something.   Then something else.   Then you find a bug....

Pretty soon you find yourself wondering "Gee, I've basically re-written
something that already exists and works better than what I've done anyway".

Been there!  Done that!

My 2c!  :)


Jon



Quoting Brian Fisher <brian@xxxxxxxxxxxxxxxxxxx>:

> On 12/18/06, JoN <jon@xxxxxxxxxxxxxxxxxx> wrote:
> > Generally when you've got an excellent scripting language already, and
> lets'
> > face it Python is the Best (:)), re-inventing the wheel is not something
> you
> > want to do!
> >
> I totally agree that re-inventing the wheel is not something you want
> to do - but trying to use the very best jet engine in the world as a
> wheel on your car... won't have your car performing well as a car (or
> as a jet)
> 
> Basically, I think some "scripting" options that don't have users
> typing out code make a lot of sense for certain classes of stuff
> 




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