Original Post
Ive been reading some tutorials on using scripting languages, those being the Lua introduction chapters in the books "Game Code Complete" and "AI By Example". And to be honest, they have really put me off wnating to implement it scripting, as it just seems so horribly messy. Maybe i have misunderstood, but from what i could gather. You have to register every C++ function and paramter that you want to call or use in script. So you have to have C++ to Lua mappings of all your classes and any functions you'd like to call within a script. So that any changs have to be made twice, and you have to constantly be checking for any chnages made to either, so that you can edit the other to match. I guess, im not fully understanding how a scripying language is suppose to be implemented in game, as the way i see it, is that any functionality you want in the script has to be registered to Lua first, meaning that you are limited to what you've registered. Where as in C++ code, you have fully access to anything you've coded.