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CryMono v0.1 Public Release

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AndOrXor
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Re: CryMono v0.1 Public Release

Postby AndOrXor » 12.01.2012, 11:59

katoun wrote:
AndOrXor wrote: X( I love LUA! :mad:

AndOrXor: I love integrated debugging as Visual Studio, MonoDevelop or Code::Blocks with Mingw has :mad: That is kind of the only reason I hate using UDK (unreal scripting dose not have that integrated debugging) and when I saw CryEngine Free SDK uses C++ I went for it and never looked back. I would do the same with Lua in CryEngine. :evil:

Hmm, I cant complain but dont forget that lua is lightweight script language, it was not intended to be debugable other ways than printing into log :)
katoun
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Re: CryMono v0.1 Public Release

Postby katoun » 12.01.2012, 12:57

AndOrXor wrote:Hmm, I cant complain but dont forget that lua is lightweight script language, it was not intended to be debugable other ways than printing into log :)

Yes of course, and you understand that the statement "MFC being a wrapper on WinAPI is significantly slower then the other one" was once relevant now depreciated as hardware got so powerful that the difference became negligible in the face of the benefices gain.
I personally think this starts to be the case of Lua vs C#/Mono.
Last edited by katoun on 16.01.2012, 12:59, edited 1 time in total.
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woodygoody
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Re: CryMono v0.1 Public Release

Postby woodygoody » 15.01.2012, 19:41

"CryMono" beside "C#" .. Can I develop everything without Lua X( ?
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woodygoody
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Re: CryMono v0.1 Public Release

Postby woodygoody » 29.01.2012, 11:31

I think alot of developers love C# than LUA
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asifqwq
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Re: CryMono v0.1 Public Release

Postby asifqwq » 03.04.2012, 12:30

thanks very nice post...i like it..


 
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