Just putting this discussion in the kdegames BoF context, we were mainly contemplating the possible usage of scripting languages where they make sense, for configuration, some AI routines, level design and description, and themes. I believe no one was actually advocating the possibility of writing full game engines in scripting at this time, even with stable bindings. The consensus was to do more or less what is already an established practice in the gaming industry: write your game engine in C++, and use scripting for level description, AI and others. KJSEmbed is a good candidate, of course. Except that I have to agree with a previous poster: I do not know of any game scripted in JavaScript, commercial or no. There are however thousands of Flash-based games and apps, so if you write a developer-friendly C++ game engine with a JS scripting interface this could work nicely. There are bad games written in Flash out there, but there are some masterpieces as well, better than anything we have on kdegames currently, for example. Taking the case of games in particular, if you examine the scripting languages used currently for commercial game development you will find that the most popular one is Lua, followed distantly by Python. Lua is used extensively in games like FarCry (scripting all game events and AI/game logic, both for single and multiplayer game, and for realtime game editing), World of Warcraft (UI customization), Grim Fandango (scripting), Psychonauts (whole game scripting and simulation), Baldur's Gate, etc. Reasons for using a scripting language like Lua in games specifically are well known, as it is ideally fitted for data description and implementation of finite state machines for AI. The discussion about performance is not really applicable. Scripting is of course a resource that has been proved valid in gaming, even on applications where every performance optimization counts, as in the case of a FPS game like FarCry. Developers know that 99% of the time is spent in the C++ game engine anyway, the memory overhead of the Lua interpreter and the script execution time is insignificant given the advantages offered by the ability to control the whole game simulation via scripting. Using scripting in this way is an established practice in the games industry. Notice that I am not advocating the usage of Lua specifically in kdegames, as it has some technical disadvantages as well in the specific context of a project like KDE. And basically because there is not (yet) a need for it, so I do not want a hammer if there are no nails to hit. But for longer term planning we discussed in the BoF the possibility of converting 20 games to maybe 3 or 4 game engines, and driving the simulation via scripting. It will not happen now for KDE4, but it may happen in the future, and open the door for more user contribution. For educational applications Python or Ruby are probably better suited, I imagine. But for the reasons explained above (and others) I believe forcing one scripting language standard of course is not going to work. No one has even talked about Lua in the thread for example, and it is practically the standard scripting tool used in the gaming industry. We should however make it clear that scripting should be used where it makes sense, as in the game engine scenario above, Krita plugins, etc. Writing a whole game in PyGame just because the developer does not know C++ does not qualify, imo. Scripting should be a choice that comes naturally because it is better for the application, not a way of simply lowering the barrier for code contribution artificially, otherwise we will probably simply end up with bad scripting code. Regards, Mauricio Piacentini