My compilled release DLL 248K (un-optimised) tells it all, compiler, and runtime all there.
Getting started was not easy, if not frustrating, for such a simple task. in the end, the main resource is www.lua.org, and the LUA wiki, and LUA forums. Amongst the best intro articles I could find: http://www.gamedev.net/reference/articles/article1932.asp - and http://www.debian-administration.org/articles/264, and of course the LUA Wiki. Lua is surprising in 2 aspects. Its' free, and easy to get going once you have the background filled in for you. I suggest digging into the problem, and then just trolling through the reference manual and the LUA online book edition. A pitty ordering a paper copy of the book does not help in a big way, because you only need help getting LUA going for about the first 3 days, pretty much the same time as it takes to deliver if the book was local.
LUA is extensible, and if you have not gotten to this bit in just a day or so, you missed something along the way, other engines take far longer to get extending working in, without any blow-by-blow or click-by-click instructions! something you will not get with LUA.
Why LUA? Well I have decided to get cracking on writting a game, and the biggest issue we could face is not just user-content (modding), but game-desighn. I think keeping the desighn viscosity a bit in-the-air with scripting as glue might allow a direction/desighn change to just 'happen' when needed. The game is to be based on a top-down isometric real-time strategy, with wide unit-upgrade characteristics, which create multiple strategic possibilities. Micromanagement, expansion or defence? which will it be? What part will LUA play, well it's too early to tell, although I can see tonnes of oppourtunity: configuration, AI, 'bulding automation' amongst others.
Wednesday, August 15, 2007
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment