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with included instructions/syntax (like in c-script) that hook into the engine and are especially made for game features.




This is the reason why c-script and Lite_C have still an advantage over for example LUA or Phyton but for the same reason I dont see any advantage in using Lite_C as stand alone programming language




I don't see this point.

You can create all those fancy special instructions in LUA as well. You can bind every command to a syntax and you are done.

I see another big problem for Lite-C vs. LUA: You have to work with pointers, instances, addresses in Lite-C but not in LUA. Because of that many users will create memory leaks in the future with Lite-C. Such things cannot happen in all the other script languages (LUA, Torque-Script, AngelScript or whatever). This is one of the reasons why all engines use script languages and no C.

The advantage of Lite-C is, that guys like JCL, Bloodline and other experienced C++ developers can do whatever they want. They can even call windows routines, OpenGL or DirectX.
And if the compiler is well-done then it might produce slightly faster code than other languages.

But a beginner will produce alot of problems with this approach.

So it is a dangerous way to go. We will see what happens in the future.
Gamestudio has been a tool for beginners and therefore was simple to use. This advantage disappears with LiteC in the future.

But if the language becomes professional then also the renderer has to become professional otherwise both types of customers (beginners and profis) will have problems with this product.


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