
25 Oct
2011
25 Oct
'11
6:08 p.m.
Hi Darrin The more typical scenario is to embed a "higher level" scripting language within a game (Lua has been particularly popular) rather use a higher level language to generate low level code. Pragmatically, code generation works well in domains where you have a succint input format and many candidates to generate - parser generators like YACC or Haskell's Happy are prime examples. If you don't have many candidates for generating, writing good libraries in the low-level language seems a more profficient use of one's time.