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Re:Using C++ as a scripting language, part 8 by masklinn on Saturday July 29, 2023 @06:10AM (#36918650)
Probably depends how much of the game is implemented via "scripting", some games just put scripting at the edges (UI, data definition) while others do everything up from the game engine via "scripting" e.g. https://forums.unrealengine.com/t/ive-created-an-infinite-vo...

> The whole project s 100% blueprint with no C++ being used. I think this project is a great example for the power of blueprint.

And that's a post from 2016. These days you can probably create entire games via visual scripting (https://unity.com/features/unity-visual-scripting) as long as they're not too bespoke or demanding.

Re:Using C++ as a scripting language, part 8 by deaddodo on Saturday July 29, 2023 @06:48AM (#36918893)
The example you use seems to be specifically a "because I can" project. We can't be sure (because the code isn't available, obviously), but I would highly doubt there are any AA or AAA games built entirely in the scripting engine. However, many 4X games get pretty close (Paradox series, Civilization, the Endless games, HoM&M, AoW, etc).
Re:Using C++ as a scripting language, part 8 by intelVISA on Saturday July 29, 2023 @01:39PM (#36922584)
The limiting factor is not truly perf for visual scripting but everything around its ecosystem (diffing, architecture, spaghetti)