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C# scripting

C# scripting

Postby SpiderMack » 04 Dec 2016, 01:03

Why, because Lua does not have intellisense to code faster, Lua does not warn when there is errors, Lua is not good Object Languages, Lua arrays os not good.
C# has better Classes handling and better structures, C# is popular laready, C# and editor is free and open source.
Drop Lua and put efforts on C# instead.
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Re: C# scripting

Postby SolarPortal » 04 Dec 2016, 13:17

i am afraid we cannot drop support of lua as lua is a powerful language. With a bit of work, you can emulate class like structures and inheritance that will allow you to work with a OOP code flow.
If you look in "Asset Library\Scripts\Base Classes\System Base Classes", you will see what i mean. These are basically classes that can be instantiated and handled much like c.

You can include other scripts in lua by calling "sky.include("myfile.lua");".

c# will be added at some point, but as a coding language, many hobbyists, modders or indie's are more scared to touch something that looks more like code. Lua is friendly and has a simple script like frontend with easy syntax and they dont have the hassle of typecasting.

Yes, error checking/capturing can be improved.
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Re: C# scripting

Postby SpiderMack » 04 Dec 2016, 13:20

I understand, it's ok for Lua.
About game speed with Lua interpreted code ? C# is compiled lot faster ?
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Re: C# scripting

Postby SolarPortal » 04 Dec 2016, 13:26

The visual module system is even quicker than c# and uses direct c++ functions and callbacks... cant be any quicker than that apart from coding in c++ or using singular actions.
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Re: C# scripting

Postby SpiderMack » 04 Dec 2016, 13:30

The visual module system is even quicker than c# and uses direct c++ functions and callbacks

Good for beginner and general game usage , bad for advanced or custom gameplay because can't make custom C++ functions.
Lua stays more customizable.
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