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View Poll Results: Should roguelike games have LUA included in the build?
Yes, it's essential. 2 14.29%
I suppose so, it can be useful. 3 21.43%
It's not really worth having but it's no big deal. 5 35.71%
No, I hate it! 4 28.57%
Voters: 14. You may not vote on this poll

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Old February 18, 2009, 16:38   #1
PaulBlay
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LUA in roguelikes - yes or no?

I admit to a certain degree of confusion as to exactly what LUA does for you (and how it should be added to a project). There are a number of variants that use it, and many that don't. And I don't see that ones 'with' are doing things that ones 'without' can't (but maybe I'm missing stuff).

Anyway, your thoughts please.
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Old February 18, 2009, 17:09   #2
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As WinCE is one of the few platforms that LUA does not compile on, I'd rather it vanished from the Roguelike landscape.
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Old February 18, 2009, 17:17   #3
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Quote:
Originally Posted by Psi View Post
As WinCE is one of the few platforms that LUA does not compile on, I'd rather it vanished from the Roguelike landscape.
At least that's a nice clear opinion and reason. Thanks.
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Old February 18, 2009, 19:47   #4
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The only Angband variant that clearly uses Lua to do things that are painful in C, is ToME. (Not impossible, just painful: casting function pointers around to what they need to be.) Lua's prioritization of backward compatibility makes it a very reasonable choice of C-extension language, in spite of its feature similarity to C.
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Old February 18, 2009, 21:12   #5
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Quote:
Originally Posted by Psi View Post
As WinCE is one of the few platforms that LUA does not compile on, I'd rather it vanished from the Roguelike landscape.
That's more a deficiency of the C compiler for WinCE than it is of Lua, though...
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Old February 18, 2009, 21:18   #6
takkaria
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Quote:
Originally Posted by PaulBlay View Post
I admit to a certain degree of confusion as to exactly what LUA does for you (and how it should be added to a project). There are a number of variants that use it, and many that don't. And I don't see that ones 'with' are doing things that ones 'without' can't (but maybe I'm missing stuff).

Anyway, your thoughts please.
First, it's not LUA, it's Lua, the Portuguese word for 'moon'. Don't shout.

Second, there is nothing that can be done in one Turing-complete language that can not be done in some other language. So you can do the same things in C, C++, Python, FreePascal, Lua, etc. since they are all Turing-complete. The reason people add scripting is because generally, higher-level languages (Lua/Python) make certain things easier in ways that lower-level (C) languages don't. It's also very much a matter of personal preference. If you don't want scripting, then you don't want Lua; if you prefer to put item effects outside the compiled game, then you want to use Lua (or some other scripting language).
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Old February 18, 2009, 21:32   #7
Pete Mack
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That's more a deficiency of the C compiler for WinCE than it is of Lua, though...
That may or may not be the case. It's not constructive though, and a quick google shows that it is possible to use lua on WinCE, with a little effort.
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Old February 18, 2009, 21:40   #8
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Originally Posted by takkaria View Post
That's more a deficiency of the C compiler for WinCE than it is of Lua, though...
WinCE lacks some of the standard C library functions that Lua depends on. I'm not going to defend WinCE - it just happens to be the platform that I always have available
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Old February 19, 2009, 08:41   #9
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I just refuse to have to learn a little used scripting language like Lua. If I add scripting I'll choose a mainstream one like Python, which has 50 times more use and is easier to get documentation for.
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Old February 19, 2009, 16:50   #10
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In Portralis, I use lua a lot to make customizable monsters, abilities, complex quests with events, etc... So in my case, LUA has proven to be very useful, especially since sometimes, you can post fixes to very annoying bugs without having to make a release just for it.
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