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For gamedev scripting, the gap has not been filled yet. Lua is good for embedding but the language itself is terrible for LLM usage (too much dynamic typing). C# is too heavy for scripting usage (long compile times, clunky to embed into a C++ engine), and other alternatives (AngelScript, daScript, ...) are just too niche.

Why is daScript too niche?? Gamedev scripting itself is a niche, what can't you do in daScript or what would you not want to do in daScript?

daScript looks very complete

Niche as in... I haven't heard anyone using it except for the studio that made it (Gaijin Entertainment). Might be a good language (at least from what the docs suggest), but needs some marketing to increase adoption...

What about Python? LLMs seem to like it well enough.

Slow and not so operable with C/C++

Slow I'll grant you, but I assumed for scripting use cases that didn't matter so much.

It doesn't matter that much. Probably 10x slower than C++/Rust is fine. 100x is a bit much though.

This is not my area, but what about Rust or Odin?

Rust is slow to compile, and not that productive when writing gameplay code (see https://loglog.games/blog/leaving-rust-gamedev/)

Odin... technically not a scripting language, and haven't used it that much. But if compile times are good enough and hot reloading works, might worth a try. Though I think manual memory management can be antithetical when churning out gameplay code quickly (or when you're working with game designers with minimal background in programming)

Thanks. I know that there are things that can be done to bring down the compile speed of Rust, like splitting a project into sub crates. But I agree with the post that you linked. Game dev, especially UI and game mechanics benefits from a high degree of polish. You just can't realistically get that with compile times in the 10s of seconds. The most polished game I've played, Balatro, was built using Lua and Love2D specifically because of the iteration speed that they made possible.

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