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by samiv
748 days ago
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I've embedded Lua in my game engine and I'd say that - performance is a joke
- GC can cause really bad hick-ups
- loose runtime typing makes it hard to build static tooling for developer support
- lack of predetermined more rigid structure makes some things confusing (like you can mess with the internals such as the meta tables and stuff, which can be useful but also confusing)
+ functionality wise it's adequate for a game programmer, perfect for writing (smallish) scripts of game play
+ it's simple to integrate and provide bindings for
+ lots of flexibility how you use it and what kind of code you use to write with it
In my experience I'd say that if you're planning to integrate and use Lua in your projects you need to - have a fallback for performance sensitive code, either by being able to mix and match native and Lua user (game) code or provide functionality natively in your engine OOTB
- make sure you can run things properly (using real threads not joke threads) in parallel as much as possible
- stay on top of perf at all times and integrate performance tests and bench marks to your development process
Despite the problems I've managed to build a Lua code editor that has a) auto formatting
b) syntax highlighting
c) auto completion (limited but still)
d) simple navigation support
e) built-in help
The editor is integrated in my game engine's editor.You can find more details on my GitHub https://github.com/ensisoft/detonator |
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