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I find it interesting that they switch to using lualu from roblock as the scripting environment.

I am always curious why so many games techs use Lua for scripting. Especially when designed from scratch




It’s pretty much free to integrate Lua into a game at this point. Anything that can consume a C runtime can embed Lua scripting into itself.

As such, we’ve been seeing it as a go to scripting environment for everything from Baldur’s Gate 1, to Warcraft III, to modern titles like Roblox.


World of Warcraft used Lua, but Warcraft III used a proprietary language called JASS.


You are technically correct though, older versions only used JASS. However, LUA was added to Warcraft 3 in patch 1.31a [1].

> See World Editor Updates for more details on many additions and improvements including beta support for Lua

[1](https://liquipedia.net/warcraft/Patch_1.31.0)


Oh right, I forgot Reforged (and the accompanying changes to the base game) was a thing


No additional dependencies, full control over what libraries get included, and no insane folder structure requirement.


> am always curious why so many games techs use Lua for scripting.

It's fast (relative to other scripting languages), familiar, and stupidly easy to embed in a C++ program.




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