The Day After
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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