[sldev] Plugin API Architecture for Second Life

Jim Purbrick babbage at lindenlab.com
Tue Feb 13 02:43:00 PST 2007


If we're advocating virtual machines, I would like to suggest Mono.  
Ultimately we'd like to allow client side scripts running on the Mono  
VM, so if viewer plugins were running on a VM it would be nice to use  
the same one.

Cheers,

Jim/Babbage

On 13 Feb 2007, at 10:19, Tofu Linden wrote:

> Matt Evans wrote:
>> I know Lua is more of a scripting language rather then a true plugin
>> architecture, but it would provide a lot of what people want from a
>> plugin architecture and has the active benefit of being cross  
>> platform
>> and well supported.
>
> Lua is spectacular, lightweight, portable, fast and flexible - having
> implemented it for game and UI logic in the past I would totally  
> support
> it as an embedded scripting language should it be decided that the
> client would benefit from such a thing.
>
> Sadly I think that discussion is quite orthogonal to the more  
> important
> question of what the plugin API should look like, i.e. what
> functionality needs to be exposed to plugins and what the interface to
> that functionality should look like.  Once that interface is
> established, binding it to a scripting language is usually fairly
> straightforward.
>
> The question behind that of exposed functionality should be: what
> do people anticipate doing with such plugins?  'Everything' is perhaps
> not a very useful answer for initial API planning.  :)
>
> Kind regards,
> - Tofu!
> _______________________________________________
> Click here to unsubscribe or manage your list subscription:
> /index.html



More information about the SLDev mailing list