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Posted
3 hours ago, Dreikblack said:

C++. I'm using Lua in my project only to get and manage mission objectives from my maps scripts

Ah, so Lua is more useful for managing files and assets and C++ is better with adding in-scene functionality?

Posted
5 hours ago, Explorer said:

Ah, so Lua is more useful for managing files and assets and C++ is better with adding in-scene functionality?

Not really, I just didn't explain it well. :D

I meant that my maps have scripts with objectives written specifically for these maps and i load and use those scripts with C++.

C++ is better for anything systemic (GUI, components, gameplay mechanics, etc.) and lua better for specific scenario like something special at maps, when flowgraph is not enough.

 

Posted

Myself, I use full LUA for faster development, unless you have  some kinda of large, stressful number crunching routines I doubt there will be much a difference in speed whatsoever. The underlining engine still processes out in c++. 

Since ULTRA engine runs script code on a separate thread theres really no reason to use c++ unless you just prefer the language.

Also by using LUA you don't have to compile each and everytime you run your developing project which is a HUGE time saver in my opinion. 

LUA is easier to use than c++,  LUA is one of the main stream languages in the industry.

Plus, if tthis is the first language your using then I strongly suggest LUA then you can more easier take on c++.

These are just my reasons, theres nothing wrong with c++,  since ULTRA can use either language; why not take the easier route?

 

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Posted
1 hour ago, Alienhead said:

no reason to use c++

More API available, proper OOD (it's a pain for me to do anything complex in lua without real classes, inheritance etc.), custom widgets, easier debug and finding errors in code by compiling.

I used to be lua fan 10 years ago, but it has not enough of deepness for serious stuff imo.

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