   scripting or game dll
  When developing a game, it becomes necessary (for usability) to separate the game code from the engine code.I was wondering what methods people used to do this.  Do you prefer to script the game, or write it in a game dll.What are the pros and cons of scripting vs dll?   
  DLL:Pros- more performance- can do lower level stuff that might be difficult to expose via scripting- can add stuff that was never meant to be in your engineCons- more complex for developers- more annoying to test (have to compile each time)Scripting:Pros- language generally simpler- if your dom/api/whatever is designed well, it's usually simpler than doing the same with a DLLCons- performance (which might not matter, depending on what your script does)- trickier to "protect" (reversing and such)Of course nothing prevents you from having both...   ;  I mostly use dlls when the classes it contains have a general purpose that is not specific for my current application/game. For example, I've got dlls that contain math (vectors, matrices, etc...), GUI enhancements (additional widgets), a core (that contains logging classes and other stuff) and last but not least my engine. All those dlls are used in several applications (graphical demos, editors, a game, etc...) and that's why I have them.The biggest plus with scripting is that I can change the script and recompile it on the fly, while being in my game. This will become really handy when your game takes a while to load or when you need to get to some point to test a script.   ;  If you make your framework based on loading a "Game DLL", then you also have the possibility of making a DLL that loads a script ;) So you get both options for the price of one   