Taulin:
I think with the registered functions Philomath means stuff like EnemyNear() and EnemyStrength(enemy). Those are the hooks back into your engine.
Philomath:
I''ve looked at Lua before for scripting in a programming game (people write AI scripts and they can compete against each other). The project never got beyond the planning stage, but that''s another issue. Nevertheless, I found the Lua documentation to be a bit lacking in terms of ''example code''. I''ve also been looking at stuff like SeeR, Small, EiC and even Python (which was quite amazing in some ways). None of the scripting languages I mentioned above have been able to provide a rather seamless integration of Script-C/C++ and C/C++-Script. Take Lua for example, you still have to write wrappers which push/pop stuff from the stack. Although this in itself is fairly trivial, it''s still a pain in the ass.
OK, I might be a bit lazy here
, but I''ve been researching cooler ways for almost seamless integration. For a native DLL, which were to be used by the script, you wouldn''t have to register a thing (just use the exports and unmangle the names). Of course, calling scripted-functions from C/C++ is another issue. But, how about letting the script-compiler generate a C/C++ file which does all the wrapping for you ... that would be a great help and save development time! I know, that some of these features are used in current scripting languages, but I''m still waiting for *the* scripting language ... if I have some spare time, I might have to do my own (I''ve done a C-Parser before).
Please don''t get me wrong about Lua ... it''s really fast and cool, but sometimes I''m just wondering why it''s so hard working with these things...
MK42