I welcome the idea of any procedural language in WML

somethings are great to do in WML (describing animations, units, terrains)

but some stuff like AI tweaking or complicated events are really
better with a more "normal" programming language

so I'm all fore it, even if I don't really care if it's
perl/python/lua/prolog/whatever


good luck with all that, I hope it move to the stage where it becomes
really usefull for general purpose programming

On Thu, Jan 29, 2009 at 8:59 PM, Mark de Wever <[email protected]> wrote:
> On Thu, Jan 29, 2009 at 07:54:32PM +0100, Guillaume Melquiond wrote:
>> Hi,
>>
>> I intend to work a bit more on the patch, in particular the "query"
>> and "variable sharing" parts. But I wouldn't mind some early feedback
>> on the approach of embedding Lua code inside WML.
>
> I welcome the idea of embedding lua in WML. I've been looking at using
> lua in Wesnoth a while ago and lua looked really interesting. I never
> found time to actual implement it, but I still like the idea. What I
> like about lua is that it's meant as embedded language so you have more
> control on it, unlike the Python AI. With the Python AI we have to be
> careful people can't upload "evil" AIs, which should be easier to avoid
> with lua.
>
> If we're going to implement lua bindings in Wesnoth (and I'm in favour)
> we should also look what to do with the Python AI and the new formula
> language Sirp implemented.
>
> --
> Regards,
> Mark de Wever aka Mordante/SkeletonCrew
>
> _______________________________________________
> Wesnoth-dev mailing list
> [email protected]
> https://mail.gna.org/listinfo/wesnoth-dev
>

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