Amulets and Armor Forum

Announcements => Announcements => Topic started by: LysleShields on February 17, 2014, 10:25:08 PM

Title: New dev blog post added
Post by: LysleShields on February 17, 2014, 10:25:08 PM
My new blog post talks about the Community, the Community Edition, and Lua.
Title: Re: New dev blog post added
Post by: anubis on February 18, 2014, 01:35:58 AM
I think that Lua is a quirky and somewhat terrible programming language. I have limited experience with it so my opinion might be incorrect, but as a polyglot software engineer, it was one of the programming languages that I had the least fun using.

I am not sure about the decision for using Lua instead of C for modding. Native modding worked well for Minecraft for example, where mods are written in Java. It might be unfair comparing C to Java of course. But modders will always find a way to mod the game (Minecraft was reverse engineered). I am not sure if the effort is worth it. You lose static type checking too.

You have a lot more experience than I do, though.

You might be interested in this:
Title: Re: New dev blog post added
Post by: LysleShields on February 18, 2014, 10:07:46 AM
Yes, you hit it on the nail.  Comparing Lua to C is not a fair comparison. C a strongly typed language while Lua is not.

But my primary goal is to put enough of the top level game logic into a simple scripting form where anyone can make changes with a text editor. 

Lua is a simple enough language for most users and is today's version of a once popular and horrible language -- BASIC.  Definitely has quirks, but most languages do.

I think the real key is to make sure the Lua is more about adding standard features first, specialized features later.  For example, if a user wants a different layout of the banner at the bottom, he can go into the banner script, change some numbers, hide a few features, and viola, a new layout.  He doesn't have to recompile anything, it just works.  'Of course, if he wants to make a new widget that's not in the UI toolbox, he'll still have to go and modify the underlying C code.  But for 99% of people, this will be plenty good.

FWIW, when I first worked with Lua, I did not like it either.  But when I stopped fighting it and used it like it was designed, the code just started popping out.  It now feels like a really good language for what I want to see in A&A -- which is top level logic control.

Thanks for the LuaJIT link.  I've seen it in the past, but not lately.  It is nice to know that if performance becomes an issue, we can pull that out.
Title: Re: New dev blog post added
Post by: Bourbon on February 21, 2014, 12:56:29 PM
Just want to say thanks for continuing to work on the game! This all looks very promising!  :D
Title: Re: New dev blog post added
Post by: Lawstiker on March 01, 2014, 05:54:21 AM
I have to say I'm really impressed with how far the A&A community has come, you've all made a'lot of progress since I use to post here!

After El Zee showed me where everything was moved to, I was utterly amazed to read about lua being integrated into A&A. I'm not sure if you are all familiar with Bungies Marathon Trilogy (essential Apples response to PC's Doom back in the day), but the guys behind the Marathon Source Port Aleph One added Lua Support years ago, and it has allowed for some really amazing stuff to be done. Modder's could embed Lua scripts into maps to modify how in game environments worked, alter projectile and monster behaviors, add rpg elements and scripted events, replace textures externally, all kinds of stuff really!

So having that as an example you can say I'm pretty darn excited to get this for A&A  ;)