1 HN user recommended this commentary2 months2020–2022score 2
Years with an HN recommendation, 2007–2026
Cited in threads about Lua, embedded scripting, and game engines as a concise argument that scripting languages are redundant.
A 10-minute clip from a Jonathan Blow Twitch stream in which he argues that game engines do not really need separate scripting languages. He questions the value of embedded interpreters when the main language can do the job.
“Jonathan Blow has a great talk on the redundancy of scripting languages in game engines.” (HN, 2022)
Lua doesn’t really solve anything fundamental. It’s popular because it’s small and easy to embed. But embeddable interpreters, while fun pet projects, they’re redundant and trivial. Jonathan Blow has a great explanation of this [this video] Write reusable libraries first, let people embed them into whatever scripting language/GUI app they want. Scripting languages, Linux distros, it’s all Pokémon cards.
Blow explains why embeddable interpreters are redundant.
There’s nothing about this that screams “this language needs to be created”. Call me a pessimist, but I’ve seen So many toy languages on HN. My advice is, if you don’t have any original ideas and want users, your best bet is to implement a subset of JS, that’s the route I’m taking. Jonathan Blow has a great talk on the redundancy of scripting languages in game engines. [this video]
Talk on redundancy of scripting languages in game engines.
"Gaming engines are scriptable for a reason" - I'm sure I've heard the opposite opinion from respectable sources at least 2 times. Here's Jonathan Blow [this video] I agree with the rest wholeheartedly.
Blow argues against game engines needing scripting.
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