Comment by DarkmSparks
3 months ago
Stuff that hooked me:
you integrate it tightly with the engine so it only does game logic, making files small and very quick and easy to read.
platform independent, no compiling, so can modify it in place on a release build of the game.
the "everything is a table" approach is very easy to concept mentally means even very inexperienced coders can get up and running quickly.
great exception handling, which makes most release time bugs very easy to diagnose and fix.
All of which means you spend far more time building game logic and much, much less time fighting the programming language.
Heres my example of a 744 flight data recorder (the rest of the 744 logic is in the containing folders)
https://github.com/mSparks43/747-400/blob/master/plugins/xtl...
All asynchronously multithreaded, 100% OS independent.
FWIW if you really want to be able to edit code in-place on a live system, you can do that in C# with Roslyn without all that much effort.
So much so, in fact, that it can be bolted onto an existing game written in C#. I did exactly that for Bannerlord: https://www.nexusmods.com/mountandblade2bannerlord/mods/1651
how well does that work with linux mac android and ios?