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> The Main game loop should ofcourse be done in C++  for speed 
> purposes, but things like AI, level interactivity and things 
> that change from level to level should be done in a script.

Actually, the main game loop is generally performance insensitive, and
there's a growing trend that I've seen of writing the "Game" in a
scripting language and calling out to an engine, so "script calls
engine" vs. "engine calls script" isn't quite the obvious choice

> The drawback of putting too much into LUA code is, that it 
> requires more programming knowledge of the level designers. 

And debugging sans a real debugger gets a lot tougher.