Yes, I've used Lua and it is quite nice indeed ^_^ However, at the moment I am not too willing to switch over to a fully scripted game. Lua might indeed be very useful for other parts of my game, however, for the modules/plugins, it might not be such a good idea. One thing where I would absolutely not use Lua is the hardware simulator. I could use LNUM to use integers instead of doubles, but I still would not want to switch.
I am not a fan of pixel-junkie games, and have never intended for my game to be anything for Super-Duper-Tripple-Nvidia-SLE-Nuclear-Driven Graphics Cards or whatever the hell they call it. Too much scripted code and it is going to rob other parts of the game of valuable cpu time. Yes, computers are very fast thesedays and have plenty of memory, but the old C64 philosophy is still as valid, every cycle and every bit is worth its transistors in gold ^.^ Lua is roughly 10 times slower than C, so it is actually quite fast, faster than most competing dynamic languages, but that would still mean 10 times less code in the hardware simulator P.S. Btw, lately the lua mailing list has been a little fiery, and not-so-friendly T~T ~ Kenneth Forsbäck Alexander Gladysh wrote: >> I am currently working on a game written in C and aimed primarily at the >> Linux and Windows platforms. >> >> I have been designing a generic module (plugin) system for my game, and >> focused on making it scripted - or partially scripted - however, it >> turned out to be too inefficient and difficult to implement. Intepreted >> code is no longer an option. > > Offtopic: > > Low-level languages as C or C++ are usually very poor solution for > game scripting. Did you considered Lua (http://www.lua.org)? This is > easily embedable high performance dynamic language (see also LuaJIT, > http://luajit.org), generally accepted as the scripting solution for > the computer games. It is also simple (but powerful!) enough to groked > even by non-programmers. > > There is a friendly not-high-volume mailing list for Lua > (http://www.lua.org/lua-l.html). > > BTW, AFAIR, there were some TCC bindings to Lua. > > HTH, > Alexander. > > > _______________________________________________ > Tinycc-devel mailing list > [email protected] > http://lists.nongnu.org/mailman/listinfo/tinycc-devel > _______________________________________________ Tinycc-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/tinycc-devel
