To use a scripting language or not to use a scripting language?

Jordan Wilson via Digitalmars-d digitalmars-d at puremagic.com
Fri Jan 6 13:08:46 PST 2017


On Friday, 6 January 2017 at 18:31:58 UTC, solidstate1991 wrote:
> On Friday, 6 January 2017 at 12:42:07 UTC, Adam D. Ruppe wrote:
>> On Friday, 6 January 2017 at 09:18:16 UTC, Chris Wright wrote:
>>> Anyway. Lua would be a reasonable option to integrate. I 
>>> don't think there's a high-level wrapper for it in D.
>>
>> check out LuaD:
>>
>> https://github.com/JakobOvrum/LuaD
>>
>>
>> I also made my own scripting language which is nice because it 
>> is self-contained (you can compile from scratch with just two 
>> files), and super easy to integrate, but it is also slow and 
>> buggy compared to Lua, so for something serious I'd say take a 
>> gander at that luad link.
>
> I'm going to check Lua out for more once I get a bit more free 
> time from work and studying. If it seems good enough, I might 
> even add an alternative option for it if I decide to write my 
> own scripting language. I already implemented an event-handling 
> system in my engine for ease of use on input devices and the 
> GUI called Concrete (probably I'm going to make a real portable 
> framework on it as it looks really cool and retro).

+1 for LuaD. I'm working on a Dominion simulator (Dominion is a 
deck building card game), and was able to move all card logic 
into run time data. It was cool, but eventually had to go back to 
compiling the logic for performance reasons.


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