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Late to the party

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Posted by Odoth   (1 post)  [Biography] bio
Date Tue 29 Apr 2014 03:14 AM (UTC)

Amended on Tue 29 Apr 2014 03:35 PM (UTC) by Odoth

Hey all,
I know I'm late to the Lua party. This is a bit of a cross-post from mudbytes forum as well (http://www.mudbytes.net/topic-4570-69551), but I did want to make a special thanks to Nick for the inspiration and guidance to get started with embedding Lua in Aarchon MUD (ROM).

As mentioned in MB post, I ended up using a global script space and individual environment tables for each mob/char/room/area (anything that can trigger/run a prog). This seemed to make more sense than having the more "character-centric" model in Nick's example, at least for my purposes. I'm curious if anybody else opted for this as well? I suppose I may have been unique in wanting a persistent script environment for each game object, though to me it seems ideal and a no-brainer :)
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Posted by Nick Gammon   Australia  (23,017 posts)  [Biography] bio   Forum Administrator
Date Reply #1 on Tue 29 Apr 2014 06:41 AM (UTC)
I know Aardwolf use Lua and I think they have a more global approach than I did.

There are merits to both sides, but whatever works for you sounds great.

I must admit that my examples were to show how to imbed Lua into a MUD, and to that extent it succeeded.

If I was going to make a new game from scratch I think the idea of using Lua to control things like quests makes a lot of sense.

I'm pretty sure that Aardwolf have not looked back, since they switched to Lua.

See: Aardwolf Lua Coding.

Also see: http://gammon.com.au/forum/?id=9154


Converting to Lua is one of the best things we ever did ...

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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