by Sajt » Mon Aug 16, 2010 9:16 pm
I imagine that it was a lot of fun to code the lua compiler and interpreter because it and the language specs were so small and simple. But like I said in some other thread, I don't think dynamic-typed languages (i.e. lots of obscure runtime errors, less errors caught at compile time) are good for game programming. Also Lua is a lot slower than QuakeC, but probably not slow enough to notice on modern machines, unless you have a ton of monsters in a map.
I think most games that use lua have most of their gamecode in C++, and just use lua for small extensions and scripts. (Maybe comparable to Duke3D's USER.CON.) It wouldn't be a very practical language to do all the gamecode in. (About as practical as using JavaScript...) There is or was for a while some kind of 'chic' appeal of using Lua in games, but you must look past that and determine if it's practical for your particular game. It's probably used as a quick-fix for games initially built without scripting/modding support (like USER.CON). In that case, Quake with QuakeC is already beyond that.
Ceasing my unsolicited rant and finally answering the thread topic: Nope, I don't remember ever hearing about Lua in Quake.
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