Pox wrote:KingAl wrote:shinygerbil wrote:I think you are in the minority there.skull13 wrote:I have barely heard of Python
As a point of reference. I don't think the deciding issue will ever be popularity.
Epic up arrows for LUA
java at the top

Pox wrote:KingAl wrote:shinygerbil wrote:I think you are in the minority there.skull13 wrote:I have barely heard of Python
As a point of reference. I don't think the deciding issue will ever be popularity.
Epic up arrows for LUA
several people wrote:LUA is specifically designed for game scripting
Lua 1.1 was released on 08 Jul 1994. This was the first public release of Lua and is described in a conference paper. Lua 1.1 already featured powerful data description constructs, simple syntax, and a bytecode virtual machine. Lua 1.1 was freely available for academic purposes; commercial uses had to be negotiated, but none ever were.
Lua: an Extensible Embedded Language
A few metamechanisms replace a host of features
by Luiz Henrique de Figueiredo, Roberto Ierusalimschy, and Waldemar Celes
In recent years, a multitude of little languages have been proposed for extending and customizing applications. In general, these extension languages should have the following attributes:
o Clear and simple syntax (since it is not the main language for most of its users).
o Small size and small implementation (so the cost of adding it to the host will not be too high).
o Good data-description facilities (to make it useful as a configuration language).
o Adequate extensibility (to allow its use in high abstraction levels--for interfacing with users in diverse domains).
Since extension languages are not for writing large pieces of software, mechanisms for supporting programming-in-the-large, like static type checking and information hiding, are not essential.
Lua, the extensible, embedded language we present here, satisfies these requirements. Its syntax and control structures are simple and familiar. Lua is small--the whole implementation is less than 6000 lines of ANSI C. Besides the facilities common to most procedural languages, Lua has special features that make it a powerful high-level extensible language:
o Ability to define and manipulate functions as first-class values, which greatly simplifies the implementation of object-oriented facilities.
o Associative arrays--powerful language constructs that implement most data containers.
o Garbage collection, negating the need for explicit managing of memory allocations--a major source of programming errors.
o A fallback mechanism, allowing extension of the semantics of the language.
o Reflexive facilities, allowing the creation of highly polymorphic parts.
Lua is a general-purpose embedded programming language designed to support procedural programming with data-description facilities. Although it is not in the public domain (TeCGraf retains the copyright), Lua is freely available for both academic and commercial purposes at http://www.lua.org/.
Chris wrote:Specifically id love to know if you used lua in a class based way with objects, methods, inheritance etc through metatables, or if you just used it by passing in object pointers to all your functions with no real OO programming.
16 Object-Oriented Programming
. 16.1 Classes
. 16.2 Inheritance
. 16.3 Multiple Inheritance
. 16.4 Privacy
. 16.5 The Single-Method Approach
The packages provided by LOOP are not intended to define a standard object-oriented model for the Lua language. Instead, the different models provided should be seen as examples of how to introduce more traditional object-oriented features into the language. Particularly, LOOP models are mainly concerned to dynamicity, although there is an attempt to keep them as simple and efficient as possible. Additionally, LOOP uses the fundamental Lua concepts like tables (objects) and meta-tables (classes), traditionally used to enable an object-oriented programming style, to provide a common ground for the interoperability of objects and classes from its different models.
shinygerbil wrote:Pox wrote:KingAl wrote:shinygerbil wrote:I think you are in the minority there.skull13 wrote:I have barely heard of Python
As a point of reference. I don't think the deciding issue will ever be popularity.
Epic up arrows for LUA
java at the top![]()
![]()
shinygerbil wrote:Pox wrote:KingAl wrote:shinygerbil wrote:I think you are in the minority there.skull13 wrote:I have barely heard of Python
As a point of reference. I don't think the deciding issue will ever be popularity.
Epic up arrows for LUA
java at the top![]()
![]()
KingAl wrote:shinygerbil wrote:Pox wrote:KingAl wrote:shinygerbil wrote:I think you are in the minority there.skull13 wrote:I have barely heard of Python
As a point of reference. I don't think the deciding issue will ever be popularity.
Epic up arrows for LUA
java at the top![]()
![]()
Visual Basic above C++![]()
![]()
skull13 wrote:Chris, I have played many games using Lua scripts, and while I find these feats to be impressive (It's how Excalibur: Morgana's Revenge put vehicles in one level, Vendetta Online uses them for impressive plug-ins) I have never tried making a game of this scale. (I tried to make text games in Ruby, but they all flopped) The point is, many, many people know Lua and you will probably get a much larger mod community if you use that. (Of course, this is based on my experiences, several games I play use Lua for mods, but I have barely heard of Python)
briceman2 wrote:In case you haven't found this yet, the online version of Programming in Lua ( http://www.lua.org/pil/index.html ) contains a chapter on OOP in Lua 5.1 which can be found starting here: http://www.lua.org/pil/16.html
Uh, this is just Wrong with a capital W. Lua started out as a research language. After it hit v4.0 it began to become popular as an embedded scripting language. I don't know when the first game used it, but I'll bet my teeth it wasn't back in 1994.
ToxicFrog wrote:Actually, if the Lua history page is accurate - and it should be - Lua was not developed as a research language; it was created to replace two earlier languages, DEL and SOL, for practical use. And while gaming was not a focus (it may not even have been a consideration), it was created as an extension language.

Dark Phoenix wrote: Lua looks interesting, but I personally don't like the way the code looks, and the idea of having to code objects as tables annoys me to no end - there's a reason OO programming has gained the popularity it has, and to make people essentially use hacks to simulate that is inelegant and stupid in my opinion.


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