How do programming languages such as C++ and scripting languages like Lua differ in game development? Are the scripts interpreted directly or compiled, and does this impact iteration speed?
The differences between programming and scripting languages in your context are not solely defined by whether they are compiled or interpreted. In my experience, compiled languages like C++ offer performance benefits and fine-grained control which is essential for system-intensive components of game engines. Scripting languages such as Lua, often interpreted or compiled to bytecode, provide a flexible layer that allows for quick modifications and iterations during development. This trade-off between raw performance and development agility is a core factor to consider when designing game architectures.
hey, mabe its cuz c++ is compiled wheres scripts like lua are interpreted so you can change them quicker on the fly. its not exactly one cure-all but in game dev its all about how fast you can iterate versus raw perf.
hey i think a key point is that compiled langs offer stability while scripts offer flexablity. have u guys tried mixing both approaches? im curius about potential hidden benefits if we tweak how they interact in a game engine setup
i guess its more about intent: c++ gives you heavy, tight control at the cost of slower tweaks. scripting languages focus on ease and speed for iteration, even if they cant push raw perf. kinda depends on what you need for that particular game part.
In my experience, the decision to use C++ or Lua in game development depends on the role each language is expected to play. C++ is typically used for performance-critical systems, as it is compiled into optimized native code offering stability and speed. Lua, however, is favored for gameplay scripting due to its quick modification cycle and ease of use, enabling rapid testing and iteration without the downtime associated with full recompilation. This balance between efficiency and flexibility often leads to more agile and responsive development workflows.