StoryWeaver
April 6th, 2020, 20:28
After reading a number of threads on how Lua may be holding back overall performance for FGU in some cases.
Due to things such as offering no multi-threading, and that adding multi-threading to Lua would take to long to be on the table for the developers. Partly as the current commercial Lua solutions for that are not mature enough.
General slower running of Lua compared to some more modern languages, etc.
I understand that keeping support for Lua to allow for the running of the colossal catalog of available products and rulesets is a must, and that's all good.
I am more wondering about the way ahead, for future products, modules, extensions, rulesets, ruleset updates, expansions.
So as the title says, would it be feasible to develop scripting API's for JavaScript or C# along side Lua current APIs?
To allow for all of the mentioned above to be coded in JavaScript or C# (compiled), connecting to the same core API functionality that is now offered for Lua.
I imagine it's operating through some API middleware to the C# FGU core product functionality. So to add a similar layer for JavaScript and/or C# is what I'm pondering. How much work that would be and if it is something to consider by SmiteWorks?
Of course only after FGU has been released and had some time to mature.
I am aware CoreRPG is written in Lua, and the other major rulesets use that and build on top with more Lua. CoreRPG calls on API's though (as documented on the developer wiki) much as all others. So that's the part I'm wondering about.
I'm not suggesting these core components be rewritten in say JavaScript anytime soon at least.
But the first step for such changes would be to unlocking that potential with API middle-layers I'd imagine.
Then there might be some interest from the community to rework some of these rulesets to more modernized languages, and community scripters and coders could take advantage of the ever developing language improvements, tools and utilities as they come along in their work.
Recent threads on Lua started this line of thought again, and I know the devs have enough to work on for the next year no doubt as it is *laughs*. Software is never complete, a blessing and a curse.
So just throwing some thoughts out there. It would be great if something like this would eventually happen to help with some of the performance related issues and a quality of life improvement.
I know that JavaScript for the scripting side of things has and is being actively used for some other VTT's quite effectively, and having a wider pool of people who already know how to write JavaScript compared to Lua can't hurt to bring more community developers to bear.
In the end the devs for FG will know best if this is even something that is feasible to attempt. These are simply my own ruminations and wishful thinking on the subject. I recall probably some half a year ago asking something similar, retaining more to writing more extensive plug-ins to improve FGU more in C#. At the time it was not something that was likely to happen. Mind you compiled packages would be easier sold as DLC's over Steam for example. Could package new Unity coded effects, complete interface overhauls and all sorts of things, but that's another subject. :)
ps. Which reminds me, the Workshop tools on Steam would be great for managing community extensions and automatically keeping them up to date!
That aside, my compliments to the dev team for how hard they've been working on FGU in general and the speed they're tackling the more prominent recent unexpected issues that have come up due to the unforeseeably large influx of new FG roleplayers. :)
Due to things such as offering no multi-threading, and that adding multi-threading to Lua would take to long to be on the table for the developers. Partly as the current commercial Lua solutions for that are not mature enough.
General slower running of Lua compared to some more modern languages, etc.
I understand that keeping support for Lua to allow for the running of the colossal catalog of available products and rulesets is a must, and that's all good.
I am more wondering about the way ahead, for future products, modules, extensions, rulesets, ruleset updates, expansions.
So as the title says, would it be feasible to develop scripting API's for JavaScript or C# along side Lua current APIs?
To allow for all of the mentioned above to be coded in JavaScript or C# (compiled), connecting to the same core API functionality that is now offered for Lua.
I imagine it's operating through some API middleware to the C# FGU core product functionality. So to add a similar layer for JavaScript and/or C# is what I'm pondering. How much work that would be and if it is something to consider by SmiteWorks?
Of course only after FGU has been released and had some time to mature.
I am aware CoreRPG is written in Lua, and the other major rulesets use that and build on top with more Lua. CoreRPG calls on API's though (as documented on the developer wiki) much as all others. So that's the part I'm wondering about.
I'm not suggesting these core components be rewritten in say JavaScript anytime soon at least.
But the first step for such changes would be to unlocking that potential with API middle-layers I'd imagine.
Then there might be some interest from the community to rework some of these rulesets to more modernized languages, and community scripters and coders could take advantage of the ever developing language improvements, tools and utilities as they come along in their work.
Recent threads on Lua started this line of thought again, and I know the devs have enough to work on for the next year no doubt as it is *laughs*. Software is never complete, a blessing and a curse.
So just throwing some thoughts out there. It would be great if something like this would eventually happen to help with some of the performance related issues and a quality of life improvement.
I know that JavaScript for the scripting side of things has and is being actively used for some other VTT's quite effectively, and having a wider pool of people who already know how to write JavaScript compared to Lua can't hurt to bring more community developers to bear.
In the end the devs for FG will know best if this is even something that is feasible to attempt. These are simply my own ruminations and wishful thinking on the subject. I recall probably some half a year ago asking something similar, retaining more to writing more extensive plug-ins to improve FGU more in C#. At the time it was not something that was likely to happen. Mind you compiled packages would be easier sold as DLC's over Steam for example. Could package new Unity coded effects, complete interface overhauls and all sorts of things, but that's another subject. :)
ps. Which reminds me, the Workshop tools on Steam would be great for managing community extensions and automatically keeping them up to date!
That aside, my compliments to the dev team for how hard they've been working on FGU in general and the speed they're tackling the more prominent recent unexpected issues that have come up due to the unforeseeably large influx of new FG roleplayers. :)