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lua linking


marrat
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I wanted to ask how lua interpreter is linked to engine binary - statically or dynamically?

 

Reason i am asking this is because not everyone likes lua and some (like me) would love to use scripting language with different syntax. If lua was dynamically linked then lua.dll could be replaced with own customized lua interpreter. It would allow people to add new features to scripting language or just use CLua that has syntax in tune with c++.

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It's also LuaJIT, so not sure what that would mean for CLua also. Would be cool if Josh would give us the option to pick syntax, but I'm doubting that'll happen as it would fragment the community and scripts. Can you have both styles work at the same time as long as each script is 1 style?

 

I'm thinking it's statically linked because of the mobile support, which probably doesn't support DLL's.

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The features and functionality of Lua are pretty deeply embedded in the engine and can't be swapped out, as far as entity scripts go.

 

However, you can easily bind the Leadwerks API with another script or programming language, for conventional coding (i.e. not entity scripts).

My job is to make tools you love, with the features you want, and performance you can't live without.

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Having people working with LE3 and each with his own Lua version will juts confuse beginners or tutorials.

 

Lua is not C, i think Lua is good enought like it is , it should stay script only for non programmers or people that prefer 3D art making than programming.

 

If you want more C like stuye , using Lua looses all it's sense, you should switch directly to C++ if you really want to go in some C syntax indeed.

Stop toying and make games

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yes. please stay with only one scripting language.

 

I was fighting with the lua syntax too at the beginning. But it is not so much different once you are accustomed to it.

When i look at Unity that has at least 3 different scripting languages i wonder how they solve the issue about the script sharing or explanation for beginners.

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