It is currently Fri May 31, 2024 6:15 am







zombie@computer wrote:look what your users want and implement that. From a programmers perspective the differences between the languages are small (featureset is similar, syntax equally confusing, speed overall slow as shit), but from an artist/scripter, its easier to start with a language they already have experience in / know.
SM Sith Lord wrote:As long as it's powerful enough for you, I'd go with the easiest one for you to implement.
nub wrote:As far as I know, LUA is really slow. I don't know how extensively you'd be using it, but games like Natural Selection 2 which run almost entirely on LUA have performance issues because of it. NS2 is very CPU intensive.
Garrador wrote:How about ruby?




Garrador wrote:Ruby aint popular?Well thats a new one. Always been, and has been around for ages
Anyway then, good luck on the hunt for a lang!




stoopdapoop wrote:nub wrote:As far as I know, LUA is really slow. I don't know how extensively you'd be using it, but games like Natural Selection 2 which run almost entirely on LUA have performance issues because of it. NS2 is very CPU intensive.
I've heard that NS2 has CPU problems, but I seriously doubt that it's because of LUA. LUA is more than fast enough for limited scriping, there's no way that the interpreting cost is preventing the game from running reasonably. It's easy to point at lua and say "Lua is slower than other languages, and the game uses Lua for some things, so that must be why it's slow" but that line of reasoning is very flawed.








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