G
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Archived from groups: rec.games.roguelike.development (More info?)
I'm _still_ tinkering with my dungeon generation walkaround demo, and
have been considering a slight shift in the design, but I'm unsure
whether or not it's feasible.
Basically, my current approach is to code key bits of code, as well as
all data structures and containers, in C++, and to script the dungeon
generation process in Lua (and, in the future, to script most of the
game logic in Lua as well). Most of my problems have been (thus far)
problems caused by the interaction between the two systems. Now I'm
considering, why not do the whole thing in Lua, except for the
sound/display/input functions? My only concern is that running Lua in
the main game loop may cause speed issues. Any more experienced Lua
coders able to comment on Lua's speed? All my experience in Lua has
been on code far too small to make a valid judgement on it's performance.
--
My projects are currently on hold, but I do have
some junk at the site below.
http://www.freewebs.com/timsrl/index.htm
--
I'm _still_ tinkering with my dungeon generation walkaround demo, and
have been considering a slight shift in the design, but I'm unsure
whether or not it's feasible.
Basically, my current approach is to code key bits of code, as well as
all data structures and containers, in C++, and to script the dungeon
generation process in Lua (and, in the future, to script most of the
game logic in Lua as well). Most of my problems have been (thus far)
problems caused by the interaction between the two systems. Now I'm
considering, why not do the whole thing in Lua, except for the
sound/display/input functions? My only concern is that running Lua in
the main game loop may cause speed issues. Any more experienced Lua
coders able to comment on Lua's speed? All my experience in Lua has
been on code far too small to make a valid judgement on it's performance.
--
My projects are currently on hold, but I do have
some junk at the site below.
http://www.freewebs.com/timsrl/index.htm
--