ZFGC
Projects => Discussion => Topic started by: Xiphirx on July 24, 2009, 06:38:22 am
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Yea, I want another excuse to continue learning Lua and game development overall. So, I thought that I could start a fan game in Lua for PSP. I have a few questions about this because I want it to be usable for most people.
1) Do you own a CFW PSP? (if you don't know what CFW is, then say no)
2) Would you be interested in a Zelda for PSP
3) Is Lua a good choice in your opinion? (optional)
I decided to go with MC style, and I will hopefully have a MC caliber game (yeah right).
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1)Yes
2)Yes
3)I think so.
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yes,
yes,
no idea
Go for it, give it purty graphics.
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Zelda+PSP = Epic Win!
1). No Unfortunately (mine was stolen back in October of last year)
2). Refer to first line of post
3). Well not for PSP, anything else yes but LUA would just cause clutter and bloat the PBP also if i'm not mistaken LUA is a scripting language and is not actually compiled to machine code.
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You know, I could help you. :o
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Thanks for the feedback, seems like I need to think the game out now :P
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Lua is an interpreted language and thus is inefficient and high-level. Don't use it. By the way, the PSP's graphics interface is very similar to OpenGL, so no problems there.
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But, I do not have the PSPSDK, nor do I wish to install it.
I found some Zelda demos in lua, they seem to run just fine :/
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Suit yourself, but Lua is very meh. Hardly portable, not efficient, insecure, looks unprofessional, doesn't allow you to do certain interesting things that a lower level language could accomplish, and scares people away from what you're making.
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Suit yourself, but Lua is very meh. Hardly portable, not efficient, insecure, looks unprofessional, doesn't allow you to do certain interesting things that a lower level language could accomplish, and scares people away from what you're making.
although it's easy to mod things that use Lua as the scripting language.
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Yes, but that's because Lua is a scripting language. In other words, it's not all that suitable for anything BUT scripting.
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I don't really know what else I could use...
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I don't really know what else I could use...
The officially PSP devkit and c/c++!
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I don't really know what else I could use...
The officially PSP devkit and c/c++!
I don't want to install it, and I don't know C++ or C or C#
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Lua is fine, go with it if you want.
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Lua is an interpreted language and thus is inefficient and high-level. Don't use it. By the way, the PSP's graphics interface is very similar to OpenGL, so no problems there.
Suit yourself, but Lua is very meh. Hardly portable, not efficient, insecure, looks unprofessional, doesn't allow you to do certain interesting things that a lower level language could accomplish, and scares people away from what you're making.
Woowowo, slow down there. While I agree with you that its a totally bad choice for use as a primary development language, I really disagree with a lot of the generalised stereotypes of scripting languages you've just brought up there.
First: LUA is NOT interpreted, its pre-compiled compiled to byte code, then run through a VM, similar in fact to how HotSpot Java does it (though not as efficiently).
Second: Being a scripting language does not make something either inefficient or high-level. I've seen a number of scripting languages that are actually amazingly low-level and JIT compile to machine code, while unusual, they do exist. It also dosen't mean its a ineffecient, please check out some benchmarks some times, there are many scripting languages that get near pre-compiled code speed, there are even some that surpass pre-compiled code speed in specialised areas (for example a number of mathmatical languages, and in VM's that can take advantage of special instructions the CPU provides).
Third: LUA is actually extremely portable, thats one of the whole !@#$% point of a scripting language. So its not dependent on the host operating system.
Forth: Insecure? lol, no more so than programming languages. You can get back the same amount of information from reverse-enginerring machine code as you can from byte code, byte code is meant to represent machine code after all. Either way security through obscurity is retarded, if you program like that you deserve to have an insecure program.
Fith: Looks unprofessional? lolwut, er, might I point out a HUGE amount of professionally developed applications are done in the large part by what can be termed scripting languages.
Sixth: "doesn't allow you to do certain interesting things that a lower level language could accomplish" Er, like what please? Only thing I can think of that can't be implemented in a scripting language (given I've written quite a few) are interrupt handlers, even then I doubt you would even be doing that in programming languages.
Seventh: "and scares people away from what you're making" Er, the target audience are unlikely to even know what its being developed in, and the prospective staff audience would be incredibly elitist if they don't even look into the project before ignoring it because it uses a scripting language.
Sorry for the rant, but bringing up programming stereotypes really ticks me off.
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I guess you're not familiar with Lua on the PSP ::)
You bring up good points, but seriously, if you've tried Lua on the PSP, it's not good at all O_o
It's crap o.o I wasn't aware it was compiled into bytecode, but if you were to look at something written in Lua and ran on the PSP and then take a look at the source, you'd probably be asking yourself why it runs so sluggish, and, eh, it's because of some reason I'm not aware of, but in general Lua -sucks- to be used as a language for the entire game oo.
And Lua isn't portable in the way it's used on the PSP. You'd have to port the interpreter, and THEN your Lua is all nice and portable. But nobody's ported the interpreter to more than the PC and PSP o.O
Seriously, take a look at some of the stuff written in Lua on the PSP and then come say "It's not unprofessional!". I mean, sure, you can get it LOOKING professional, but you'll always have the random crashes because the interpreter is weird like that.
And interesting things that a lower level language could accomplish; Lua on the PSP is -very- high level ._. You don't even have the option to parse a file and render specific polygons out of that, you only have the option to render a 3DS file or some other files or whatever. And not only that, but it's damn slow.
Don't know why you would ever want to use a scripting language to write an entire game, but suit youself, bud.
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Don't know why you would ever want to use a scripting language to write an entire game, but suit youself, bud.
I wouldn't. As I said at the start of my post I agree it shouldn't be used as primary development language. I was just pointing out a lot of the stereotypes you brought up regarding scripting languages.
And Lua isn't portable in the way it's used on the PSP. You'd have to port the interpreter, and THEN your Lua is all nice and portable. But nobody's ported the interpreter to more than the PC and PSP o.O
Copy/Pasted from LUA FAQ
Lua is distributed in a small package and builds out-of-the-box in all platforms that have an ANSI/ISO C compiler. Lua runs on all flavors of Unix and Windows, and also on mobile devices (such as handheld computers and cell phones that use BREW, Symbian, Pocket PC, etc.) and embedded microprocessors (such as ARM and Rabbit) for applications like Lego MindStorms.
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Not Lua Player, though :O
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Gee, this is scaring me now...
What else can I program it in without installing the SDK for C?
*awaits the "nothing" answer :(*
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LUA IS FINE.
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I care no longer what you use.
/thread
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Alright, Lua it is :D