Difference between revisions of "Lua"
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* [[Angband]] - between Angband 3.0.0 and 3.0.6. Since then it no longer supports Lua scripts. | * [[Angband]] - between Angband 3.0.0 and 3.0.6. Since then it no longer supports Lua scripts. | ||
* [[DoomRL]] - internally keeping all it's data in Lua. Since 0.9.9.1 a limited form of modding using Lua is possible. | |||
* [[Portralis]] - uses Lua a lot to create monster attacks and complex story and quest events. Many gameplay mechanics are now entirely script-based, and future versions will aim to expand it's use even further. | * [[Portralis]] - uses Lua a lot to create monster attacks and complex story and quest events. Many gameplay mechanics are now entirely script-based, and future versions will aim to expand it's use even further. | ||
* [[ToME]] - a good part of the engine is in Lua and the game itself will be completly in Lua in the next version. | * [[ToME]] - a good part of the engine is in Lua and the game itself will be completly in Lua in the next version. | ||
* [[H-World]] - all modding in this engine is done through Lua scripts | * [[H-World]] - all modding in this engine is done through Lua scripts | ||
* [[Necropolis (Timothy Pruett)]] Using Lua scripting and custom-built tools users can create new areas, classes, items, etc. | * [[Necropolis (Timothy Pruett)]] Using Lua scripting and custom-built tools users can create new areas, classes, items, etc. | ||
* [[Bone to be Wild]] Runs with T-Engine from ToME. | * [[Bone to be Wild]] Runs with T-Engine from ToME. |
Revision as of 12:11, 3 April 2010
Description
Lua is a very nice and easy-to-learn scripting language specifically designed to be embeddable and able to represent complex data.
Features
- Clean syntax
- Simple, yet extremely powerful and extensible, data structure: tables (can be used as hashtables, vectors, arrays, lists, namespaces, objects, ...)
- Easily embeddable into existing projects
- Lightweight
- Very fast
- Compiled to bytecode, which can be saved to a file
- Easy integrated with all languages that can load C libraries (also FreePascal
- Many other nifty things ;)
Lua Roguelikes
Lua is probably the most popular scripting language for roguelikes. Some of the projects that use Lua:
- Angband - between Angband 3.0.0 and 3.0.6. Since then it no longer supports Lua scripts.
- DoomRL - internally keeping all it's data in Lua. Since 0.9.9.1 a limited form of modding using Lua is possible.
- Portralis - uses Lua a lot to create monster attacks and complex story and quest events. Many gameplay mechanics are now entirely script-based, and future versions will aim to expand it's use even further.
- ToME - a good part of the engine is in Lua and the game itself will be completly in Lua in the next version.
- H-World - all modding in this engine is done through Lua scripts
- Necropolis (Timothy Pruett) Using Lua scripting and custom-built tools users can create new areas, classes, items, etc.
- Bone to be Wild Runs with T-Engine from ToME.
- ODE Runs with T-Engine from ToME.