YouGroove Posted August 1, 2013 Share Posted August 1, 2013 I think Lua is something to priorize again , more high level stuff again. That's even asked on forums by other people. Lua : A come back as it can be considered as -make your game fast, re use libraries and people code -No compiling or visual Studio needed (unless LE3 resolve it's big problem of needing to compile each time projects specially after some update - Powerfull enought ( even C++ can't save anything with a bad performance on physic library) - Fast to learn It would just need some auto completition tool, but that don't exist for LE3 functions. Perhaps a future kickstarter campaign ? Hight level Flowgrahps have also lot of possibilties and potential. It needs severe bug corrections and some new features (box/unbox flowgraph parts , possibility to create them visually ,i mean create he new Lua code, from a Lua script that don't have any Flowgraph specific stuff) Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Marleys Ghost Posted August 1, 2013 Share Posted August 1, 2013 Are you asking for a way to make a game without having to program? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Mumbles Posted August 1, 2013 Share Posted August 1, 2013 -make your game fast, re use libraries and people code Yeah, because C++ doesn't have like 100 million+ free libraries available to reuse... - Fast to learn So is C++... Both languages are just methods of writing a very long sequence of events that you want the computer to perform. One uses lots of meaningful symbols to reduce how much you have to write, and the other prefers a more "verbal" style of writing that long list... The symbols are quick to learn, like when you learn numeracy at school, it's very quick to learn what the + sign means. Before long you know that 123+456 means 579. The symbols in C++ are the same, once you've seen them a few times, you know what they mean and how they work... Quote LE Version: 2.50 (Eventually) Link to comment Share on other sites More sharing options...
Rick Posted August 1, 2013 Share Posted August 1, 2013 I don't feel like Josh has given a priority to one or the other recently. Being that the engine is written in C++ it's natural that things will be missed/delayed when exposing to Lua just by pure accident on his part. @YouGroove There are more libraries (outside of LE) for C++ than Lua. There is more code for Lua inside LE than C++ (since it's easier to plug and play Lua code in LE), so not sure if that's what you meant? Autocompletion would be a slick feature if Josh could implement it. I agree with the flowgraphs. I hope Josh gets the logical entities in soon like he was talking about as it helps not litter the scene with pivots when using flowgraphs, but we can do a lot with how it's setup now. It's not perfect but rarely anything is It really is amazing how easy it is to setup scene functionality with reusable flowgraph scripts. Love it! 1 Quote Link to comment Share on other sites More sharing options...
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