By scripting here I mean not just putting config data in a script, but scripting parts of the project like some class methods, test specific game loop, etc. This would be not just to accelerate development, but also allow players to see some of these scripts to tweak some aspects of the game.
Some language like Lua have some wrappers like luabind, but when I've used it in the past it had problems because it didn't support method redefinition in a context of inheritance.
What are your suggestions of language / wrappers to use or not to use?
Answer
Lua-scripted video games
Lua-scriptable game engines
I think Lua is the best shot.
This article is about integrating Lua and C++. It says:
LuaBind is great product but for me it looked too complicated. For one the code is not easy to follow where the classes and objects are. Also seeing that I wanted to integrate Lua into a wxWidgets application, using templates was a bit of a no no (you can read cross-platform issues on the wxWidgets site).
There are many other binding libraries:
http://luabridge.sourceforge.net/
http://www.stackedboxes.org/~lmb/diluculum/
http://cpplua.sourceforge.net/
http://www.tecgraf.puc-rio.br/~celes/tolua/
What is the best C++/Lua wrapper?
Just select and enjoy.
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