Page 1 of 1

Lua GUI scripting?

PostPosted: 10 Mar 2011, 10:05
by StefanP.MUC
I just found out that CEGUI supports LUA scripting:
http://www.cegui.org.uk/wiki/index.php/ ... _and_CEGUI
http://www.cegui.org.uk/wiki/index.php/ ... s_from_Lua
http://www.gpwiki.org/index.php/Crazy_E ... _and_CEGUI

This would make it possible to separate the sourcecode and GUI completly and the GUI could be changed without having to recompile OD. This way we could much easier test out new things, write resolution/aspect ratio scripts and change the GUI very quickly.

What do you think of it?

Re: Lua GUI scripting?

PostPosted: 10 Mar 2011, 12:18
by TheAncientGoat
<3 Lua, you better watch out though, if I had my way we'd have creature logic and room definitions in Lua as well ;)

Re: Lua GUI scripting?

PostPosted: 10 Mar 2011, 12:19
by StefanP.MUC
I agree, things like AI should be scripted and not hardcoded.

Re: Lua GUI scripting?

PostPosted: 10 Mar 2011, 13:25
by Bodsda
StefanP.MUC {l Wrote}:I agree, things like AI should be scripted and not hardcoded.


I disagree. There was a discussion a while ago about scripting. If scripting handled core functions, such as AI or communications with a server from a client side, then this opens a massive hole for cheating and people writing there own custom AI scripts.

Bodsda

Re: Lua GUI scripting?

PostPosted: 10 Mar 2011, 15:12
by TheAncientGoat
Client side scripting != scripting... You can have scripts run securely on the server. If you do any logic clientside you can have people compiling cheating clients, (and if you say "hash the clients" I'll ask you why not hash the scripts)

Re: Lua GUI scripting?

PostPosted: 10 Mar 2011, 18:22
by charlie
All game logic (script or compiled) needs to be server side, but there's still room for client-side scripting such as order+creature management.