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 Post subject: Scripting language
PostPosted: Tue Jan 18, 2005 8:58 am 
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Posts: 324
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Game behaviour (e.g. AI, mission events) is currently all hardcoded so mods are unable to change behaviour beyond what the game engine already implements and the "envelope" the engine's tweak variables allow. Integrating a scripting language into the game engine to allow for more extensive external modification is obviously something that would be of great benefit to the modding community.

This post was going to dissect this topic quite a bit and eventually end up proposing that we integrate Lua as the scripting language. However, in investigating the topic in order to build up a compelling case for Lua I discovered that others were already thinking along the same lines. For those that are not familiar with Lua, I'll do a very short summary of why I think we should use it in preference to anything else:

1) free
2) powerful
3) fast
4) small
5) excellent integration with C
6) becoming widely used in the game industry (so it will look good on your CV...)
7) Homeworld 2 uses it, so there are already mod makers out there familiar with both Homeworld and the Lua language

Relic wrote a small article on why they chose to use Lua (The Game referred to in the article is Impossible Creatures but the reasoning is still applicable).

So this is basically an opportunity for objections or other suggestions to be made; it looks like Lua would be the obvious default choice otherwise...

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 Post subject: Re: Scripting language
PostPosted: Tue Jan 18, 2005 7:38 pm 
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Joined: Tue Dec 14, 2004 12:41 am
Posts: 326
lmop wrote:
Game behaviour... <snip>...
This post was going to dissect this topic quite a bit and eventually end up proposing that we integrate Lua as the scripting language... <snip>... So this is basically an opportunity for objections or other suggestions to be made; it looks like Lua would be the obvious default choice otherwise...


C-Kermit! ;)


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