Hey all,
I know I'm late to the Lua party. This is a bit of a cross-post from mudbytes forum as well (http://www.mudbytes.net/topic-4570-69551), but I did want to make a special thanks to Nick for the inspiration and guidance to get started with embedding Lua in Aarchon MUD (ROM).
As mentioned in MB post, I ended up using a global script space and individual environment tables for each mob/char/room/area (anything that can trigger/run a prog). This seemed to make more sense than having the more "character-centric" model in Nick's example, at least for my purposes. I'm curious if anybody else opted for this as well? I suppose I may have been unique in wanting a persistent script environment for each game object, though to me it seems ideal and a no-brainer :)
I know I'm late to the Lua party. This is a bit of a cross-post from mudbytes forum as well (http://www.mudbytes.net/topic-4570-69551), but I did want to make a special thanks to Nick for the inspiration and guidance to get started with embedding Lua in Aarchon MUD (ROM).
As mentioned in MB post, I ended up using a global script space and individual environment tables for each mob/char/room/area (anything that can trigger/run a prog). This seemed to make more sense than having the more "character-centric" model in Nick's example, at least for my purposes. I'm curious if anybody else opted for this as well? I suppose I may have been unique in wanting a persistent script environment for each game object, though to me it seems ideal and a no-brainer :)