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The Day After


Josh

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I'm taking a short break before I swap GPUs to fix that ATI shader error.

 

There are now 110 Leadwerks Engine 2.3 users. I did not think the number would be nearly that many.

 

I am most interested now in documentation, tutorials, and examples as well as improving existing features. With C++, it wasn't worth diving too deep into game tutorials, because only 40% of the programmers would find it useful. Furthermore, it is harder to design useful game components that are easy for users to learn from. With Lua, I don't feel like I am wasting my time. Everyone can understand Lua, and even if the code gets turned into a compiled C++ program, it still gives all programmers a starting point they can learn from. It also gives us a common language we can talk to each other in and share scripts.

 

I'd still recommend C++ or BlitzMax if you know what you want to make, and have high performance demands. But I think Lua is fantastic for smaller games, prototyping ideas, and learning.

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yeah .. I don't think, i will use LUA for a game code like ActionSnake for example, but It's really cool for moving, rotating things, interacting things without lots of code in c++ :) and perhaps more and more. It just gives more freedom to programmers ;-) That's why i LOVE LE !

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I'll probably stick to C++ where possible to be honest. That said, I really haven't invested much time into LUA. Maybe I should...

 

Also, congratulations on the upgrade. It must be incredibly satisfying to see that your work has paid off more that you envisioned.

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Lua is very nice to get a different properties editor for every entity.

For the rest i will still take C++ and retrieve the keys from the .sbx.

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