Date: 2011-02-24 08:44 pm (UTC)
Yeah, I think that really is the trick -- figuring out how and which elements of the program to script. And why. Some elements you might want configurable for modders, for example, or easily extensible for adding content or logic yourself later on without having to recompile a bajillion lines of code.

Some algorithms like field of view, pathfinding, random number generation wouldn't need to be scripted. Data structures and many of their assorted functions and algorithms wouldn't, either. But, I think these constitute core logic, rather than game logic (I like your terms for the distinction between the two).

I'm not sure exactly how Tales of Maj'Eyal (ToME) designed their code, which uses C as glue and as the engine. The Lua scripts are included, however, so one can infer a bit about how it could be designed.

I'm also researching other scripting languages, seeing if there is something that isn't so idiosyncratic as Lua.
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