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➜ SMAUG
➜ Lua
➜ Late to the party
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Posted by
| Odoth
(1 post) Bio
|
Date
| Tue 29 Apr 2014 03:14 AM (UTC) Amended on Tue 29 Apr 2014 03:35 PM (UTC) by Odoth
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Message
| 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 :) | Top |
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Posted by
| Nick Gammon
Australia (23,133 posts) Bio
Forum Administrator |
Date
| Reply #1 on Tue 29 Apr 2014 06:41 AM (UTC) |
Message
| 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
Quote:
Converting to Lua is one of the best things we ever did ...
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- Nick Gammon
www.gammon.com.au, www.mushclient.com | Top |
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