[Opensim-users] use of C# in scripts

Serendipity Seraph seren.seraph at gmail.com
Thu Feb 28 22:59:27 UTC 2019


Apparently some folks put a bit a thought into using Lua.  One link at
https://sledjhamr.org/git/docs/SledjHamr/LuaSL-New-scripting-engine.html


On Wed, Feb 27, 2019 at 10:39 AM Adam Frisby <adam at deepthink.com.au> wrote:

> Free helpful tip - Lua has a lot of good runtimes. We're using MoonSharp
> in Sinespace's client and serverside scripting.
>
> It takes a bit of work to implement maximum execution time limits, memory
> constraints, etc - but it's a solid runtime and comes recommended by me.
>
> Regards,
>
> Adam
>
> -----Original Message-----
> From: opensim-users-bounces at opensimulator.org <
> opensim-users-bounces at opensimulator.org> On Behalf Of Mister Blue
> Sent: Thursday, 28 February 2019 4:11 AM
> To: opensim-users maillist <opensim-users at opensimulator.org>
> Subject: Re: [Opensim-users] use of C# in scripts
>
> OpenSimulator could really use new/different script engines. What is
> missing is a developer who wants to dive-in and make the code happen.
>
> Since there are and have been multiple script engines, the rudiments of a
> plugable environment does exist as a start toward a cleanup and addition of
> new languages. That's the easy part, actually. There are some tough
> problems. Security and resource management (CPU time, memory, disk, ...)
> come to mind.
>
> Ping your coding friends. Maybe we can find someone who would clean up the
> existing script engine framework and add a new language.
>
> On Wed, Feb 27, 2019 at 5:15 AM Robert A. Knop Jr. <rknop at pobox.com>
> wrote:
>
> > On 2019-02-27 09:33, Asaff Belfer wrote:
> > > I get your feelings and I think the same that LSL can be better.
> > > I've
> > been
> > > in SL only a few years but I can imagine what goes on behind the
> > > scene. I believe it's a struggle to keep such a company afloat as
> > > there is a huge infrastructure to support and a complex system that
> > > requires end user support as many low tech users are using it and
> > > tech support is an expensive resource. Add research and development
> > > to it and you'll get a monster that you need to feed.
> >
> > Historically, LSL was originally developed over one week by (for the
> > most part) one guy... and that was the second iteration.  The first
> > iteration was hacked out in one night.
> >
> >   http://ondrejka.net/metaverse%20memory/2008/01/22/lsl1.html
> >
> > Anything fundamental to the design of the language that seems odd
> > probably comes from the fact that what we have today is still the
> > direct descendant of something hacked out pretty quickly to replace an
> > extremely quick proof-of-concept hack.  Of course, LL has done a lot
> > of work on it since, but the fundamental nature of the language stays
> > the same.  The work I was most familiar with is when the backend went
> > to Mono (back in 2008 or thereabouts), which helped a lot.  At the
> > time, there was some internal talk (on the part of Babbage and some of
> > the ohters who were actually doing it) that this would make possible
> > C# as a scripting language for SL in the future, but of course none of
> > that ever happened.
> >
> > --
> > --Rob Knop
> >   E-mail:    rknop at pobox.com
> >   Home Page: http://www.sonic.net/~rknop/
> >   Blog:      http://www.galacticinteractions.org/
> > _______________________________________________
> > Opensim-users mailing list
> > Opensim-users at opensimulator.org
> > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
> >
> _______________________________________________
> Opensim-users mailing list
> Opensim-users at opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
> _______________________________________________
> Opensim-users mailing list
> Opensim-users at opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>


More information about the Opensim-users mailing list