We will see. Lua isn't actually 'interpreted' in the traditional sense, it is compiled as it's loaded, into a bytecode, much like Java or CLR apps. So it performs fairly well... unfortunately, as with many scripting languages, it doesn't like distinct data types, and so to be as general as possible, all numbers are stored in Lua as double precision floats, which may be a problem depending on what we are trying to do from Lua, if AI and/or command updates are moved to Lua, they will assisted by C++ functions for the 'hard work' tasks
First off, thanks for the clarification on Lua "interpretation".
Now... "double precision
floats"... Erm aren't floating point numbers the ones currently making it impossible to have a
stable multiplatform multiplayer game...?
Wouldn't that like somehow break multiplatform multiplayer once it gets fixed?
Of course, it is also nowhere near as 'daunting' as C++, so more people might be interested in trying their hand at developing AIs, or to modify the behaviour of commands to meet their mod's needs.
@ Gabriel
The first time I read silnarm talk about using Lua for AI it was on the "Formations" thread. In the context it came up, Lua would be used to implement AI instructions specific to a given faction or just one unit.
This is way cool, you would not need to change the engine, just pack the Lua scripting with your faction like you can currently do with a scripted scenarios (the scripting those scenarios use, e.g. the "Storming" scenario is Lua).
So if someone took the time to make a c++ AI we would have possible stronger AI so this morale could be possible?
The current AI
is C++.
The discussion about Lua AI referes to expanding the current AI (which handles several GAE features and even some faction-mods rather poorly). The Lua AI would help fix some of those already existing problems as well as make it easier to expand it further in the future.
@ Anyone on the GAE team:
Please do correct me if I said something wrong.