[Date Prev][Date Next][Thread Prev][Thread Next]
- Subject: RE: Lua as a configuration file
- From: Pyrogon Public <public@...>
- Date: Fri, 27 Sep 2002 16:21:03 -0700
> Yeah, basically I just regurgitated your exaple. I wasn't
> sure if you'd seen that table arg syntax before.
I'm still not comfy with Lua -- I've been threatening to actually use it
now for over a year, but I still haven't actually used the language in
anger. Baby steps, I say. Right now I do all my "cvars" in Lua, and
it's kind of ugly.
But we're doing a sprite game with level layouts now, and I'll be damned
if I'm going to hardcode the levels in the game or do Yet Another Level
> Personally, I think it's nicer and more flexible to have the
> script create the entities.
That seems to be the cleanest way of doing it, but I'm so conditioned to
.ini files, Quake .map and entity .def files, etc. that having a config
file that actually executes code instead of being read/parsed is a bit
of a, *cough*, paradigm shift for me. But it's much cleaner than
writing parsing code for each new type.