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coldacid

Using Lua, The Extensible Extension Language.

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I''m wondering if anyone else has been playing around with Lua for scripting in their games. I''ve been contemplating it''s use for a few months now and finally decided it''s for me. It seems to be held in high regard by more than a few programmers, including coders at BioWare and LucasArts[1]. For those who don''t know of Lua, I suggest crawling through the Lua website[2]. For those who do know of Lua, what are your opinions on it? 1. http://www.lua.org/uses.html#24 and http://www.lua.org/uses.html#20 2. http://www.lua.org/ Chris ''coldacid'' Charabaruk <ccharabaruk@meldstar.com> <http://www.meldstar.com/ccharabaruk/> Meldstar Studios <http://www.meldstar.com/> - Creation, cubed. This message double ROT-13 encrypted for additional security.

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It looks pretty good for what it is, but is too much for my game where I will use a custom parser. The other major problem with Lua that I encountered is that it had no good threading support for different scripts to be running simultaneously, with some suspended. That was the main reason I went with my own scripting setup, as I didn''t want to guarantee that all scripts would terminate in a short period of time.

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I looked into Lua, but I felt that it was a bit too complex and difficult for your average non-programmer. Since I''m working with a couple other people on my game, and none of them are programmers by nature, I decided to go with ActiveScripting for my game so I can support either VBScript or JScript depending on which goes over better. Of course, if you''re working alone or exclusively with other programmers, Lua might be a good choice.

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I''m going with LUA- it was the easist to embed of all the languages I''ve seen, and the code looks clean and quite lean.

Still need to settle on a method of how to integrate it into the game engine though...

Ranger

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