What about a LUA interface for AI ?
we could just provide a high level interface and use LUA to put all those pieces together ?
AI
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
- Contact:
Lua is a programming language designed to extend applications capabilities.
We use Lua to script game behavior, when you start a game you chose a Lua script that'll define game rules, when you start a mission campaign TA3D generates a Lua script from the mission orders that'll behave like in TA campaign mode.
Currently it's used to script the engine, but we can also use it to script units. For now units uses only COB/BOS scripts (TA way of doing things) but using Lua would allow us to add easily lots of functions. For example we could script unit animation in Lua (and ship Lua scripts within 3DM file ?).
Lua can greatly increase the possibilities of unit scripting since you can have access to almost everything in Lua.
I've made a "sample game" for university which uses Lua for scripting. The renderer is coded in C++, the rest is done in Lua
We use Lua to script game behavior, when you start a game you chose a Lua script that'll define game rules, when you start a mission campaign TA3D generates a Lua script from the mission orders that'll behave like in TA campaign mode.
Currently it's used to script the engine, but we can also use it to script units. For now units uses only COB/BOS scripts (TA way of doing things) but using Lua would allow us to add easily lots of functions. For example we could script unit animation in Lua (and ship Lua scripts within 3DM file ?).
Lua can greatly increase the possibilities of unit scripting since you can have access to almost everything in Lua.
I've made a "sample game" for university which uses Lua for scripting. The renderer is coded in C++, the rest is done in Lua
=>;-D Penguin Powered
Who is online
Users browsing this forum: No registered users and 57 guests