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An overview of LUA

Unread postPosted: Sat May 05, 2012 6:35 pm
by PapaXpress
On one of the fun blogs I subscribe to posted an overview of how LUA scripts are written.

http://www.altdevblogaday.com/2012/05/0 ... -dynamism/

Re: An overview of LUA

Unread postPosted: Sat May 05, 2012 7:09 pm
by Kali
You can do some fun stuff ( and get in an almighty mess! ) with dynamic code - I would warn anyone who's starting out not to try tricks like that yet though! also that evaluating code at runtime is relatively expensive computationally; I'm not sure how much the latter matters to RW code yet.

Overloading functions is something you do every time you write your own Update() or OnControlValueChange() functions - you can quite handily do that with your own functions too, if you define them in a script and then load that script into another one. That way you can make say, one core engine script for an entire model and still customize each individual repaint's script.