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Author Topic: LUA 5.2 wrapper  (Read 7970 times)

Offline Hemlos

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Re: LUA 5.2 wrapper
« Reply #15 on: 2012-Jun-27 »
Hi this is interesting, first i heard of LUA  :whistle:


Can you tell  me if i got this right....you use LUA to make an image, by typing in commands REALTIME?
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Offline Falstaff

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Re: LUA 5.2 wrapper
« Reply #16 on: 2012-Jun-27 »
Lua is a scripting language, so that means you can have compiled code that reads in other (non compiled) Lua code and execute it. So after your game is packaged and delivered it can still read in new code and do things with it.

Some people might use scripting languages for things like scripting events/sequences in RPG's, and others may find it useful for adding 'modding' support to their game/engine.

Offline fuzzy70

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Re: LUA 5.2 wrapper
« Reply #17 on: 2012-Jun-27 »
World of Warcraft is a good example of a game which makes major use of LUA, anything from simple money trackers to completely different UI's, combat/class tools etc.

In fact the entire UI is LUA based & can be laid out however you want with as much or as little info you want. A quick search on Google for world of Warcraft addons will show you exactly how much you can tailor the game for yourself.

The non LUA code just deals with gfx/sound/input/net engine ;-)

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Offline erico

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Re: LUA 5.2 wrapper
« Reply #18 on: 2012-Jun-27 »
Like Arexx uh? =D

GraFX2 supports lua too, probably on the filter/extension part of it.

Offline Hatonastick

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Re: LUA 5.2 wrapper
« Reply #19 on: 2012-Jul-04 »
There's a long list of commercial games that use LUA for scripting.  Even a few on consoles.  I once considered using it for an old, old project of my own.
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MrTAToad

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Re: LUA 5.2 wrapper
« Reply #20 on: 2012-Jul-04 »
It is a pretty good scripting language - would be good to get it working for all platforms!

Offline Hatonastick

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Re: LUA 5.2 wrapper
« Reply #21 on: 2012-Jul-04 »
I agree.  I was looking at updating my own script language for my latest project but after having had a brief look at this I think I might go with LUA again.  Just depends on whether we can get GLB and LUA to interface properly.  What I would really want is for it to work under Windows and Android -- but not sure it could be done with Android (Hmm? http://www.badlogicgames.com/wordpress/?p=943).

Still, in my case at least, it's a lot of work for something that wont be used anywhere near its potential.  So maybe I'd be better off converting my old little script/macro language from C to GLB instead...
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MrTAToad

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Re: LUA 5.2 wrapper
« Reply #22 on: 2012-Jul-10 »
And if you want to make said code available, that would also be useful!