I know, I use it: https://github.com/gajop/Lua-Class-System.zwzsg wrote:Well, you can have classes by using metatable and the :gajop wrote:I mainly hate it for not having classes
As for library, yes, no languages has as many libraries as C++, but Lua still can have libraries.
It's hard work to get something so basic, and it's far from perfect.
Do you know if it couldn't?Pxtl wrote: I mean, do you know if you could produced synced simulation code in C#? Python? Do you know if you could sandbox them? Sandboxing Python has had a long and nightmarish history.
How is that a good thing? Give game devs the option to decide what they should do, even if it's stupid and it causes desyncs, it's their fault then.Pxtl wrote: In Lua, it's trivial for engine developers to control access to whichever functionality they want you to have.
Alternatively allow these languages in unsynced at least.
No thanks! I've seen scripts in a Scheme derivative and it's ugly/unreadable/unmaintanable, and also functional. Few people fully understand OOP, and even fewer have understanding of functional programming.Pxtl wrote: Scheme-based
Yes, otherwise do as Anarchid said and post animated gifs, this thread was never meant to go anywhere.FLOZi wrote:Must we really descend into the internet's 50 billionth programming language discussion.