Re: Scripting Systems

Brian Hook <[email protected]>
Newsgroups gmane.games.devel.general
Message-ID <2004129121849.468687@GATEWAY>
> in gamedev. It is cool to use a very flexible language for small
> stuff like scripting parts of level.

But you'll have the same problems.  Language syntax errors, e.g. 
forgetting a "do" or "end", can be caught using the luac compiler, but 
semantic syntax bugs, e.g. "nname" instead of "name", won't be caught.

So if you script just triggers or just scripted sequences, you can 
still have a problem with errors.  Sure, the problem is minimized, but 
it still exists.

Brian




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