Lua Debugging
Until now, we haven't really had proper debugging info when a crash occurs during execution of a Lua script. Thanks to some previous work TylerH did with Lua, a conversation with him revealed how to easily add debugging info into the editor and script interpreter. (Incidentally, the Lua integration was Tyler's idea to begin with!) Here's a shot of the Script Editor catching an engine crash and displaying the script line the error occurs at. This is a crash that occurred in the engine, not a Lua compile error.
This will make Lua a more viable alternative to other programming languages, and it will make it easier to use Lua as an extra enhancement to a C++ or other program. The integration of LuaJIT with the engine also speeds script execution up, a lot. Performance tests of the LuaJIT beta 2.0.0 reveal it to be up to 102 times faster than standard interpreted Lua. (Lumooja first told me this, and I thought he was exaggerating, but you can see for yourself.) And regular Lua was already faster than UnrealScript!
In the future, I think we can look forward to having a nice display showing all the variables in your script program in real-time, and improved debugging tools.
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