marrat Posted August 10, 2013 Share Posted August 10, 2013 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++. Quote Link to comment Share on other sites More sharing options...
Rick Posted August 10, 2013 Share Posted August 10, 2013 This would be pretty cool if you could get this working. I love the C syntax more than the Lua syntax. Quote Link to comment Share on other sites More sharing options...
marrat Posted August 10, 2013 Author Share Posted August 10, 2013 i just checked evaluation of le3 - it changed a lot from v2, was it completely rewritten from scratch? on topic - seems like lua is statically linked in Leadwerks.lib so... guess no CLua for us. Quote Link to comment Share on other sites More sharing options...
Rick Posted August 10, 2013 Share Posted August 10, 2013 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. Quote Link to comment Share on other sites More sharing options...
Josh Posted August 10, 2013 Share Posted August 10, 2013 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). Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
YouGroove Posted August 10, 2013 Share Posted August 10, 2013 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. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
AggrorJorn Posted August 10, 2013 Share Posted August 10, 2013 i just checked evaluation of le3 - it changed a lot from v2, was it completely rewritten from scratch? Le3 is completely rewritten from scratch using C++, while le2 uses blitzmax. Quote Link to comment Share on other sites More sharing options...
beo6 Posted August 10, 2013 Share Posted August 10, 2013 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. 1 Quote Link to comment Share on other sites More sharing options...
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