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- Subject: Using Lua for Video Games
- From: "Sebby " <beast@...>
- Date: Sun, 24 Sep 2000 23:01:34 -0000
Hi.
I'm a software engineer for a video game company. We currently need a
scripting language to control various parts of our next generation of
games (AI, SFX, animation, GUI, ...). Oour original plan was to write
our own compiler + VM (i have written some in the past so it's not an
unfamiliar territory for me).
However, now i have stumbled on Lua and wonder if it would be a
viable alternative. Writing our own compiler and VM would be time
consuming where as i am assuming i can have Lua integrated into our
engine in 1-2 days of coding (versus a few weeks for our other
alternative).
So to help me make my decision, there is a few questions and points
i'd like to ask about.
* Lua being dynamicly typed, i can see the advantages especialy
considering some of the code might be written by non programmers.
However, since type determination is moved from the compiler to the
VM, what is the actual runtime cost of dynamic types?
* Lua can be extended through function calls. Unfortunateley, this
implies writing a stub function to grab the parameters from the Lua
stack and call the actual function (this is pretty much the same
thing i did with a VM i did, except it could also call functions in
objects in C++). Now, i'v heard mentioned somewhere in the mailing
list there was a more efficient way of extending Lua. Is that so? And
how?
* Since our next generation game engine will work on a limited set of
platforms (PC, Playstation 2, X-Box). How hard would it be to write
optimized versions of the VM for such different plateforms?
Any feedback will be greatly apreciated.
Sebastien St-Laurent
Z-Axis ltd.
www.z-axis.com