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View Poll Results: Should roguelike games have LUA included in the build? | |||
Yes, it's essential. |
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2 | 14.29% |
I suppose so, it can be useful. |
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3 | 21.43% |
It's not really worth having but it's no big deal. |
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5 | 35.71% |
No, I hate it! |
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4 | 28.57% |
Voters: 14. You may not vote on this poll |
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#1 |
Knight
Join Date: Jan 2009
Posts: 657
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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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#2 |
Knight
Join Date: Apr 2007
Location: Surrey, UK
Age: 45
Posts: 870
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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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#3 |
Knight
Join Date: Jan 2009
Posts: 657
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#4 |
Knight
Join Date: Apr 2007
Posts: 590
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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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#5 |
Veteran
Join Date: Apr 2007
Posts: 1,947
Donated: $40
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That's more a deficiency of the C compiler for WinCE than it is of Lua, though...
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takkaria whispers something about options. -more- |
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#6 | |
Veteran
Join Date: Apr 2007
Posts: 1,947
Donated: $40
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Quote:
![]() 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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takkaria whispers something about options. -more- |
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#7 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,189
Donated: $40
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#8 |
Knight
Join Date: Apr 2007
Location: Surrey, UK
Age: 45
Posts: 870
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#9 |
Swordsman
Join Date: May 2007
Posts: 289
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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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#10 |
Portralis Maintainer
Join Date: Jul 2007
Posts: 21
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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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Thread | Thread Starter | Forum | Replies | Last Post |
[Z+] LUA scripting | Doken | Variants | 2 | October 16, 2008 22:02 |