Original Post
Hiya! I'm new to the forums! I want to use LUA for an upcoming 3d engine but there are two questions that preocupy me: 1. How do you deal with LUA serialization(persistence)? I see there are no official built-in libraries in LUA. All I found is this small entry in the LUA docs: http://www.lua.org/pil/12.1.html but I need custom serialization(to define what I want and what I don't want to save/load).... and I'm not completely sure that mechanism could store really complex tables with a lot of circular and "pointer" references. I've seen 3rd-party serialization libraries like Pluto but I am not completely convinced about them. I really cannot understand why LUA does not have a built-in serialization mechanism like python or .NET. I'm curious about how Crytek and Blizzard solved the LUA serialization problem. 2. A scripting system without debugging support won't be very useful. I need embedding debugging support too(which adds an extra difficulty). I don't know any good LUA debuggers for this.... but if the game level designers can't debug the scene entities(Actors in UE3) I don't think that script language could be good and productive... [Edited by - bubububu on October 18, 2008 10:10:48 PM]