Yes, Chunlin, you're right! I missed Lua as I skimmed through. However, the Lua-version included in SL4A is a c/c++-based version. This measns you have to go throuhg a JNI and I don't know how portable that will be, both now and in the future.
The performance of the SL4A is probably significantly faster, though. We should summarize the performance benchmarks for the lot. Anyway, I still think it's interesting how easy it was to include LuaJ.jar into an Android project and script away. K. On Aug 10, 3:24 am, Chunlin Zhang <[email protected]> wrote: > On Aug 9, 6:46 am, kristianlm <[email protected]> wrote: > > > Hi, > > > As I was recently looking into a scripting language feasable for > > Android. Scripting in this context means having your android-app > > execute parsed code, like if you want user-supplied AI scripts in your > > game. > > > There exists a scripting-layer implemented > > athttp://code.google.com/p/android-scripting/, > > but the popular language Lua seems to not be supported. > > AFAIK,Lua is the first language android-scripting(now SL4A) > implemented.Have you ever try it? > > > > > So I went ahead and put Lua's Java-port into my android-project and > > gave it a try. Performance is of course slow compared to a computer, > > but I think it's still very exciting to have the functionality into my > > games. A quick a rough performance estimation: > > -- unsubscribe: [email protected] website: http://groups.google.com/group/android-porting
