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No, like I said, if it works, then great, but sometimes it is better (both in terms of time necessary and quality of end result) to start over than to work on top of a "foul hack". I am convinced that mudprog is one of those cases. That's why I started writing my own scripting system several years ago, but it never got anywhere because (a) I did not at the time have enough background to do it right, and I was lacking a lot of useful features like type checking, and (b) I realized (in part due to e.g. Nick's suggestions) how silly it was to reinvent the wheel when there were perfectly good scripting engines, such as Lua (or Python or Ruby or whatever) that had passed the test of time/usage and (more importantly) were actively maintained and bug-fixed by someone else.
Well, tell you what. I'll give serious thought to adding Lua to the SMAUGfuss codebase, or on my own codebase and hope that somebody can back-port it. I don't know if I'll have time, but I'll see what I can do. I've been thinking of doing it for my own codebase anyhow, and with any luck the bulk of it will be portable. It would probably do the community quite some good, I imagine. Of course, existing mudprogs would have to be rewritten somewhat, e.g. say hello there, how are you would have to become say "hello there, how are you". |
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
http://david.the-haleys.org | top |
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