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Title: RE: lua in high performance apps

what was your reasoning for not using it?  what problems did you have?

Regards,
Jim


> -----Original Message-----
> From: Mauricio Carneiro [mailto:carneiro@scientist.com]
> Sent: Wednesday, April 18, 2001 2:09 PM
> To: Multiple recipients of list
> Subject: Re: lua in high performance apps
>
>
> > I would suspect that lua has been used in real time
> strategy games, but
> > never as a way of controlling AI.  That's really not what
> lua is for.  Lua
> > is for programming level scripts, win scenarios, dialog,
> popups, descision
> > branch points, game interface panels, win/lose screens,
> etc.  It is also
> for
> > plugging non-realtime parameters into your C AI routines to
> tweak them,
> > loading AI tables and values as LUA table files, and debugging.
>
>     I can say that we tried to use LUA in the AI of the game
> Tainá. But it
> really didn't work. It's not for that. We used LUA in level
> scripts (later
> we changed it, but initially it was in lua) game interface, win/lose
> screens. Even in animations bitmaps sequence. That's what lua is for.
>
> []s
> Mauricio Oliveira Carneiro
> http://www.tecgraf.puc-rio.br/~carneiro
> Tecgraf - Puc-rio (http://www.tecgraf.puc-rio.br/)
>