Good day all,
I have recently started learning lua using the ebook Lua for absolute beginners - published by Wrox.
I am in the middle of chapter 4 which covers tables.
It does seem tables and function calls in assignments are written moderately different in lua 5.0 in comparison to 5.1.
Most bits of third party documentation do not seem to indicate the applicable lua versions used by each author.
The book I am reading is great over all, the one problem I have had however is with the tendency to use massive statements.
These statements usually combined three or more function calls on a single line.
Reviewing such lines line by line is all but impractical using a screen reader.
Reading such lines one character at a time is the only way I have found,
of keeping track of the characters in the line and the meaning behind each expression.
I eagerly await responses to this thread, I believe this thread will be a great resource to lua beginners and enthusiasts.
What reference material do you all use when looking up information on lua 5.1?
I imagine many lua programmers could use some more documentation on the lua language.
On another note, I would also love to discuss this mud engine idea.
What do you all think of an open source multi threaded mud engine written entirely in lua?
Maybe we should have a driver thread, mudlib thread, and a character thread.
The driver would also be written in lua,
but could be limited to providing socket management and security.
Sorry to digress, but one feature that could be extremely helpful is instance support allowing for different instances of a lua file to run at the same time.
I imagine nothing would be sent to a socket by the driver,
aside from error messages and a new users guide for mudlib writers.
The mudlib thread would handle all the static game content and most dynamically generated game content.
I think driver separation from the mudlib would be great for a server written in lua as well.
Its possibly even more important than in your average mud running a pre-compiled binary.
I would like for all mudlib coding to be done in game.
I can imagine a setup where the stock driver configuration without an available mudlib would accept connections on the main port and display the mudlib developers guide I mentioned.
The next step would then be to edit a configuration file and enable the administrative port by changing the port number from 0.
The administrative port would drop the user directly into a file manager where new files can be created,
and any file inside or under the mudlib root directory could be edited.
The idea behind such a setup being that the administrative port is not made to be used on drivers with any sort of mudlib to speak of,
the expectation would be that mudlib writers would write an in game interface to the modules used by the admin port.
Now, moving on to imbedding vs extending...
I would love to see discussion of the pros and cons of writing parts of the mud server in a systems programming language or at least a compiled platform independent language.
I imagine I will eventually start a thread specifically for that topic.
The portion of the project I am most concerned with now is writing a file editor, I would not even know where to begin if asked to write one myself.
At least I would be sure to learn a lot because there are a lot of important concepts I must understand before writing the most basic of editors.
I want to read docs and implement what I learn in example programs before I start a real project.
So, hopefully I can get started in a month.
I would like to thank Nick and David for there work bringing lua to the mudding community.
It was there work on adding lua to smaug that got me interested in lua.
So, maybe some people will have fun adding lua to there established diku derivatives,
and then eventually begin working on a custom mud written in lua.
I believe lua has the capability to draw many pragmatic creators away from dikus and lpc based muds.
Thank you all for your time and thanks in advance for your responses.
I have recently started learning lua using the ebook Lua for absolute beginners - published by Wrox.
I am in the middle of chapter 4 which covers tables.
It does seem tables and function calls in assignments are written moderately different in lua 5.0 in comparison to 5.1.
Most bits of third party documentation do not seem to indicate the applicable lua versions used by each author.
The book I am reading is great over all, the one problem I have had however is with the tendency to use massive statements.
These statements usually combined three or more function calls on a single line.
Reviewing such lines line by line is all but impractical using a screen reader.
Reading such lines one character at a time is the only way I have found,
of keeping track of the characters in the line and the meaning behind each expression.
I eagerly await responses to this thread, I believe this thread will be a great resource to lua beginners and enthusiasts.
What reference material do you all use when looking up information on lua 5.1?
I imagine many lua programmers could use some more documentation on the lua language.
On another note, I would also love to discuss this mud engine idea.
What do you all think of an open source multi threaded mud engine written entirely in lua?
Maybe we should have a driver thread, mudlib thread, and a character thread.
The driver would also be written in lua,
but could be limited to providing socket management and security.
Sorry to digress, but one feature that could be extremely helpful is instance support allowing for different instances of a lua file to run at the same time.
I imagine nothing would be sent to a socket by the driver,
aside from error messages and a new users guide for mudlib writers.
The mudlib thread would handle all the static game content and most dynamically generated game content.
I think driver separation from the mudlib would be great for a server written in lua as well.
Its possibly even more important than in your average mud running a pre-compiled binary.
I would like for all mudlib coding to be done in game.
I can imagine a setup where the stock driver configuration without an available mudlib would accept connections on the main port and display the mudlib developers guide I mentioned.
The next step would then be to edit a configuration file and enable the administrative port by changing the port number from 0.
The administrative port would drop the user directly into a file manager where new files can be created,
and any file inside or under the mudlib root directory could be edited.
The idea behind such a setup being that the administrative port is not made to be used on drivers with any sort of mudlib to speak of,
the expectation would be that mudlib writers would write an in game interface to the modules used by the admin port.
Now, moving on to imbedding vs extending...
I would love to see discussion of the pros and cons of writing parts of the mud server in a systems programming language or at least a compiled platform independent language.
I imagine I will eventually start a thread specifically for that topic.
The portion of the project I am most concerned with now is writing a file editor, I would not even know where to begin if asked to write one myself.
At least I would be sure to learn a lot because there are a lot of important concepts I must understand before writing the most basic of editors.
I want to read docs and implement what I learn in example programs before I start a real project.
So, hopefully I can get started in a month.
I would like to thank Nick and David for there work bringing lua to the mudding community.
It was there work on adding lua to smaug that got me interested in lua.
So, maybe some people will have fun adding lua to there established diku derivatives,
and then eventually begin working on a custom mud written in lua.
I believe lua has the capability to draw many pragmatic creators away from dikus and lpc based muds.
Thank you all for your time and thanks in advance for your responses.