A benchmark comparison of 50 game scripting languages for embedding in C++ projects, focusing on performance and practical requirements.
Scriptorium is a benchmarking project that compares the performance of 50 scripting languages for game development. It solves the problem of choosing an embeddable scripting language by providing objective speed measurements and evaluating practical requirements like static linking and Visual Studio compatibility.
Game engine developers and C++ programmers who need to embed scripting languages into their projects and want data-driven insights on performance and integration constraints.
Developers choose Scriptorium because it offers a focused, apples-to-apples comparison of scripting languages specifically for embedding in C++ game engines, with clear rankings and practical requirements that mirror real-world development scenarios.
:scroll: Game Scripting Languages benchmarked
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Benchmarks 50 different scripting languages, providing a broad comparison for embedding in C++ projects, as detailed in the extensive results table.
Focuses on practical requirements like static linking, Visual Studio compatibility, and minimal dependencies, ensuring the data is relevant for game engine integration, as stated in the language requirements.
Ensures apples-to-apples comparisons by disabling threading and language-specific optimizations like coroutines in recursive tests, as specified in the test requirements.
Provides ranked results with relative speeds and scores, making it easy to identify top performers at a glance based on the Fibonacci benchmark.
Last updated in July 2015, so the benchmarks do not reflect current language versions, performance improvements, or new scripting languages that have emerged since.
Relies solely on a recursive Fibonacci test, which the README admits is insufficient by listing plans for additional metrics like memory consumption and string benchmarks that are not implemented.
Heavily biased towards Windows development with compilation on VS2015 or VS2013, limiting its applicability for cross-platform game engines or other compilers.
Acknowledges in the 'Upcoming' section that critical aspects like memory leaks, setup time, and debug capabilities are not yet benchmarked, leaving gaps in practical assessment.