so i realise this isnt really a c++ specific question, but still feel like asking it:
why is it that every engin i find seem to use a scripting language in addition to the main program? i mean a c++ engine could use lua and such. whats the benefit by doing this? also would you sugest me to impliment lua into my c++ engine?
I personally don't suggest adding scripting extension. The benefit is that e.g. In Garry's Mod, (scripted with lua despite being a Source Engine game) even a inexperienced player can create a gamemode/addon.
A scripting language such as Python and Lua can be put over a lower-level engine while still having a minimal footprint. If an engine interfaces with Python and C++ (Panda 3D), there's no really large downfall of using the python interface.
C/++ is meant and supposed to be relatively complicated because it's flexible and powerful in return. Languages like Lua and Python are (relatively) restrictive but has a nice, sugary syntax that doesn't require extensive knowledge to become familiar with it and some features that are very difficult to implement in lower-level constructs. Most game programming isn't low level.
basicly implementing a scripting language would make it easier to do simple things with the engine, than if you were to add it with only c++?
i might do this, seing as i allready have a little bit of experience in scripting languages. i started out using rgss (the scripting of the ever so popular rpg maker xp) then i moved onto some python, wich by the way has one of my favourite syntaxes just after c++, and then i movedonto c++ wich i of course still use :)
Well, not just simple things. Scripting languages tend to actually be really powerful. Panda3D has the ENTIRE engine exposed through python and just about anything you can do in C++ with the engine, you can do in Python.
Also, keep in mind that it's not just C++ syntax. C++ tends to be quite a bit more tedious than python and other scripting languages which means lowered production.