I wouldn't really classify C# as a scripting language even if some of those engines say it is. The main criteria (IMO) of a scripting language is to be easily embeddable and C# is not.
Whether you classify C# as a scripting language isn't really important though. In Unity and other engines C# is the 'language you write game scripts with', which has nothing to do with whether C# falls into the woefully vague and borderline useless category of "scripting language".
I agree with you but maybe for different reasons. (Depends on how you defined embeddable I suppose). The primary purpose of a scripting language for gamedev is for mod support. If end users can't open the scripts up in notepad, play around and have them change the game, you're adding friction to this.
Add ioquake3 forks to it (there are many), such as Tremulous (massively modded, initially came from Quake 3), Urban Terror, Unvanquished (development is very active), etc.
(Tremulous mappers use NetRadiant.)
Anyways, you are absolutely right, although maybe I am just a boomer by now. I was 14 years old (along with many other players and modders) when I started modding Tremulous. I wish Tremulous was still active, but it is not. :( I still keep in touch with players from >15 years ago.
Pretty much all of Id Softwares FPS were pkzip wad files — or at least all of them up to Return To Castle Wolfenstine. After that point I had too many commitments to invest much time into modding so couldn’t say how they were built.
I seem to recall reading that their choice of wad architecture was intentionally to enable the modding community too.
Urban Terror. That's a game I haven't heard about in a long time. It must've been somewhere between 1998-2002 I played it. Damn, we even had a clan, and I played it on my Linux PC.
Does it still exist? If so, I probably get instantly killed if I dare to join any of the public servers...
I mean, Unity and Godot used to embed Mono... And C# is used as a scripting language for both, in the sense that the user uses C# to call engine functions (dunno about all of Unity's internals but Godot is written entirely in C++) to script gameplay behaviour. It doesn't matter what you classify C# as because they use it for scripting.
The author mentioned Unity in the README, but every other game engine I know requires NativeAOT support. I hope it doesn't run into the limitations of NativeAOT otherwise it's just Unity-only.
Even Unity games compile AOT via IL2CPP. It's optional on PC/macOS but required for most other platforms. The only real reason games may not build with it enabled is if they want to allow modding via IL decompilation.
Wow, if I am understand this right, this relies on the bytecode outputted by MRuby. So it's not yet another Ruby implementation in that sense. What a fun project!
Which game engines do they probably have in mind?