Evaluating Lua for Usein Computer Game Event Handling

University essay from KTH/Skolan för datavetenskap och kommunikation (CSC)

Author: Oskar Forsslund; [2013]

Keywords: ;

Abstract:

For this thesis I have studied the difference between using

parsed scripts and embedded scripts (in this case Lua) in

the context of evaluating computer game in-game events.

The major focus of this thesis is the difference in performance

between the two approaches and a minor focus has

been the effect they have on the development process.

The context of this thesis has been limited to the computer

game Europa Universalis III (EU3) by Paradox Development

Studio (Paradox) and the study has been performed

by constructing a framework for evaluating in-game

events using Lua in said game. Runtimes of the Lua version

of events were then compared to runtimes of the original

events.

Lua is an embedded scripting language that has been

used in computer games since the 1990s and is known to

have a small memory footprint and to be fast. The original

evaluation system in use in EU3 is based on parsed script

files that are executed as C++ code. What are the benefits

and drawbacks of the different approaches?

Using an embedded scripting language like Lua clearly

has some advantages compared to the more static method

of parsing script files, mainly in the way of flexibility and

the simplicity of adding new features. Parsed scripts, on

the other hand, has a clear advantage when it comes to

performance.

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