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	<title>Comments on: Scripting in PotBS</title>
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	<link>http://programmerjoe.com/2007/10/31/scripting-in-potbs/</link>
	<description>Joe Ludwig's blog</description>
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		<title>By: Marauder</title>
		<link>http://programmerjoe.com/2007/10/31/scripting-in-potbs/comment-page-1/#comment-131187</link>
		<dc:creator>Marauder</dc:creator>
		<pubDate>Tue, 08 Apr 2008 20:46:26 +0000</pubDate>
		<guid isPermaLink="false">http://programmerjoe.com/2007/10/31/scripting-in-potbs/#comment-131187</guid>
		<description>Interesting.. it is funny how many companies put level designers on script duty.  How often does that actually work out?</description>
		<content:encoded><![CDATA[<p>Interesting.. it is funny how many companies put level designers on script duty.  How often does that actually work out?</p>
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		<title>By: Charles Crain</title>
		<link>http://programmerjoe.com/2007/10/31/scripting-in-potbs/comment-page-1/#comment-112776</link>
		<dc:creator>Charles Crain</dc:creator>
		<pubDate>Mon, 10 Mar 2008 22:41:24 +0000</pubDate>
		<guid isPermaLink="false">http://programmerjoe.com/2007/10/31/scripting-in-potbs/#comment-112776</guid>
		<description>Excellent observations.  I have a good deal of experience modding games with LUA, and I have been struck on many occasions with the poor quality of the LUA code included with the game itself (which I would guess is a manifestation of your lesson learned #1).

I&#039;d submit though, that if you solve your issues 2-6, that will go a long way toward alleviating the problems you had with #1.  Or put another way, if your designers are having to write too much software, then your API is not clean and/or high-level enough.  If you get the API right, then the &quot;software&quot; that the designers have to write will approximate the simplicity of the data-driven approach you are using now, but still allow more flexibility if needed.

They&#039;re also not mutually exclusive...I used to own a MUD, which are of course almost totally based on scripting, but we used a data driven approach where appropriate and where we wanted to make things friendly toward non-programmers.  The data driven stuff was written *in* the scripting language.</description>
		<content:encoded><![CDATA[<p>Excellent observations.  I have a good deal of experience modding games with LUA, and I have been struck on many occasions with the poor quality of the LUA code included with the game itself (which I would guess is a manifestation of your lesson learned #1).</p>
<p>I&#8217;d submit though, that if you solve your issues 2-6, that will go a long way toward alleviating the problems you had with #1.  Or put another way, if your designers are having to write too much software, then your API is not clean and/or high-level enough.  If you get the API right, then the &#8220;software&#8221; that the designers have to write will approximate the simplicity of the data-driven approach you are using now, but still allow more flexibility if needed.</p>
<p>They&#8217;re also not mutually exclusive&#8230;I used to own a MUD, which are of course almost totally based on scripting, but we used a data driven approach where appropriate and where we wanted to make things friendly toward non-programmers.  The data driven stuff was written *in* the scripting language.</p>
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		<title>By: Anti Patterns</title>
		<link>http://programmerjoe.com/2007/10/31/scripting-in-potbs/comment-page-1/#comment-65385</link>
		<dc:creator>Anti Patterns</dc:creator>
		<pubDate>Sat, 24 Nov 2007 12:00:44 +0000</pubDate>
		<guid isPermaLink="false">http://programmerjoe.com/2007/10/31/scripting-in-potbs/#comment-65385</guid>
		<description>&lt;strong&gt;L&#039;art du script...&lt;/strong&gt;

La plupart des moteurs de jeu modernes ont plus de rapport avec des systÃ¨mes d&#039;opÃ©rations qu&#039;avec des jeux. Contraint d&#039;Ãªtre souple et versatile, les moteurs sont amenÃ©s Ã  Ãªtre exploitÃ© dans de multiples productions. &#160; &#160; Du coup, la...</description>
		<content:encoded><![CDATA[<p><strong>L&#8217;art du script&#8230;</strong></p>
<p>La plupart des moteurs de jeu modernes ont plus de rapport avec des systÃ¨mes d&#8217;opÃ©rations qu&#8217;avec des jeux. Contraint d&#8217;Ãªtre souple et versatile, les moteurs sont amenÃ©s Ã  Ãªtre exploitÃ© dans de multiples productions. &nbsp; &nbsp; Du coup, la&#8230;</p>
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		<title>By: Dr. Cat</title>
		<link>http://programmerjoe.com/2007/10/31/scripting-in-potbs/comment-page-1/#comment-59824</link>
		<dc:creator>Dr. Cat</dc:creator>
		<pubDate>Thu, 08 Nov 2007 18:18:23 +0000</pubDate>
		<guid isPermaLink="false">http://programmerjoe.com/2007/10/31/scripting-in-potbs/#comment-59824</guid>
		<description>We&#039;ve had a lot of luck with my DragonSpeak scripting language.  It was designed for our players to use, but our staff uses it internally a fair amount too. The language is designed not only to be very english-like and easy to learn for non-programmers, but it&#039;s also designed to make it pretty hard to generate large amounts of CPU overhead or bandwidth usage, and impossible to generate an endless loop, array overflow, or crash.  If you&#039;re interested in taking a look at the language, it&#039;s in Furcadia, which is a free download. Not the right answer to every problem, but it&#039;s a good answer to some.</description>
		<content:encoded><![CDATA[<p>We&#8217;ve had a lot of luck with my DragonSpeak scripting language.  It was designed for our players to use, but our staff uses it internally a fair amount too. The language is designed not only to be very english-like and easy to learn for non-programmers, but it&#8217;s also designed to make it pretty hard to generate large amounts of CPU overhead or bandwidth usage, and impossible to generate an endless loop, array overflow, or crash.  If you&#8217;re interested in taking a look at the language, it&#8217;s in Furcadia, which is a free download. Not the right answer to every problem, but it&#8217;s a good answer to some.</p>
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		<title>By: alexjc</title>
		<link>http://programmerjoe.com/2007/10/31/scripting-in-potbs/comment-page-1/#comment-59783</link>
		<dc:creator>alexjc</dc:creator>
		<pubDate>Thu, 08 Nov 2007 15:45:44 +0000</pubDate>
		<guid isPermaLink="false">http://programmerjoe.com/2007/10/31/scripting-in-potbs/#comment-59783</guid>
		<description>Lua is definitely popular because it&#039;s so easy to embed.  It&#039;s also nice and elegant, as it uses tables everywhere in a similar way than Scheme has lists...

I hadn&#039;t considered Javascript though!  I&#039;m sure there&#039;s an implementation that&#039;s just as easy to work with.

alexjc
AiGameDev.com</description>
		<content:encoded><![CDATA[<p>Lua is definitely popular because it&#8217;s so easy to embed.  It&#8217;s also nice and elegant, as it uses tables everywhere in a similar way than Scheme has lists&#8230;</p>
<p>I hadn&#8217;t considered Javascript though!  I&#8217;m sure there&#8217;s an implementation that&#8217;s just as easy to work with.</p>
<p>alexjc<br />
AiGameDev.com</p>
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		<title>By: wowpanda</title>
		<link>http://programmerjoe.com/2007/10/31/scripting-in-potbs/comment-page-1/#comment-59314</link>
		<dc:creator>wowpanda</dc:creator>
		<pubDate>Wed, 07 Nov 2007 23:24:47 +0000</pubDate>
		<guid isPermaLink="false">http://programmerjoe.com/2007/10/31/scripting-in-potbs/#comment-59314</guid>
		<description>Interesting!  It is not possible for me to go LUA now because javascript is already choosen, but I will look at it in case of future use.   

But one advantage I am sure about LUA is, because javascript is heavily used on the web, it will be much easier to find embedding information on LUA than javascript, just because all the garbage might be pulled when searching for javascript embedding.

javascript engine is very small though.  The entire javascript engine plus glue code only added about 300k in my final exe.</description>
		<content:encoded><![CDATA[<p>Interesting!  It is not possible for me to go LUA now because javascript is already choosen, but I will look at it in case of future use.   </p>
<p>But one advantage I am sure about LUA is, because javascript is heavily used on the web, it will be much easier to find embedding information on LUA than javascript, just because all the garbage might be pulled when searching for javascript embedding.</p>
<p>javascript engine is very small though.  The entire javascript engine plus glue code only added about 300k in my final exe.</p>
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		<title>By: Joe</title>
		<link>http://programmerjoe.com/2007/10/31/scripting-in-potbs/comment-page-1/#comment-58237</link>
		<dc:creator>Joe</dc:creator>
		<pubDate>Mon, 05 Nov 2007 23:38:36 +0000</pubDate>
		<guid isPermaLink="false">http://programmerjoe.com/2007/10/31/scripting-in-potbs/#comment-58237</guid>
		<description>There is a small, fast runtime available for Lua that&#039;s easy to embed in a larger app. And everyone who is using Lua is doing that embedding, so there is lots of help on the web on the subject.  The reason no one is embedding Javascript is probably just that no one is embedding Javascript. :)

Also, Lua is quite good as a file format for data.  It&#039;s able to do arbitrarily nested hierarchies of data well.  My impression of Javascript is that Lua beats it in that regard, but I&#039;m not really familiar enough with Javascript to say that for sure.</description>
		<content:encoded><![CDATA[<p>There is a small, fast runtime available for Lua that&#8217;s easy to embed in a larger app. And everyone who is using Lua is doing that embedding, so there is lots of help on the web on the subject.  The reason no one is embedding Javascript is probably just that no one is embedding Javascript. <img src='http://programmerjoe.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Also, Lua is quite good as a file format for data.  It&#8217;s able to do arbitrarily nested hierarchies of data well.  My impression of Javascript is that Lua beats it in that regard, but I&#8217;m not really familiar enough with Javascript to say that for sure.</p>
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	<item>
		<title>By: wowpanda</title>
		<link>http://programmerjoe.com/2007/10/31/scripting-in-potbs/comment-page-1/#comment-58229</link>
		<dc:creator>wowpanda</dc:creator>
		<pubDate>Mon, 05 Nov 2007 23:30:06 +0000</pubDate>
		<guid isPermaLink="false">http://programmerjoe.com/2007/10/31/scripting-in-potbs/#comment-58229</guid>
		<description>is there a reason everyone is using LUA (WOW)?  No one every think of  javascript?  

After I realized the need for custom code in my bot for WOW, I added in javascript engine from Mozilla, because it is small and been used since the beginning. It turned out pretty good.  Any comparsions between all the script languages (php, LUA, ruby etc)?</description>
		<content:encoded><![CDATA[<p>is there a reason everyone is using LUA (WOW)?  No one every think of  javascript?  </p>
<p>After I realized the need for custom code in my bot for WOW, I added in javascript engine from Mozilla, because it is small and been used since the beginning. It turned out pretty good.  Any comparsions between all the script languages (php, LUA, ruby etc)?</p>
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		<title>By: Matthew Weigel</title>
		<link>http://programmerjoe.com/2007/10/31/scripting-in-potbs/comment-page-1/#comment-57039</link>
		<dc:creator>Matthew Weigel</dc:creator>
		<pubDate>Fri, 02 Nov 2007 03:37:46 +0000</pubDate>
		<guid isPermaLink="false">http://programmerjoe.com/2007/10/31/scripting-in-potbs/#comment-57039</guid>
		<description>Well, now I&#039;m interested in this list...</description>
		<content:encoded><![CDATA[<p>Well, now I&#8217;m interested in this list&#8230;</p>
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		<title>By: Joe</title>
		<link>http://programmerjoe.com/2007/10/31/scripting-in-potbs/comment-page-1/#comment-56809</link>
		<dc:creator>Joe</dc:creator>
		<pubDate>Thu, 01 Nov 2007 17:52:46 +0000</pubDate>
		<guid isPermaLink="false">http://programmerjoe.com/2007/10/31/scripting-in-potbs/#comment-56809</guid>
		<description>That&#039;s good to know.  If only Decoda (and Lua 5) had come out a few years earlier. :)</description>
		<content:encoded><![CDATA[<p>That&#8217;s good to know.  If only Decoda (and Lua 5) had come out a few years earlier. <img src='http://programmerjoe.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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