(This blog was originaly posted at #AltDevBlogADay)
All game developers, sooner or later, learn to appreciate scripting languages. That magical thing that allows for
letting others do your job, better scaling of the team, strengthening the game code/engine separation, sandboxing, faster prototyping of ideas, fault isolation, easy parametrization, etc. Every game has to be somehow data driven to be manageable, and stopping at simple configuration files, with many different custom parsers, without going the extra mile of adding a full scripting language, is 90% of the times a bad design choice.
Here I would like to share some of my experience of moving a game engine from Python to Lua. Read the rest of this entry »