Robin wrote:
Please don't do that.
Why is that? From within an IDE, it's going to be a named constant, and what it's on the inside of the game executable is noone's business, it could as well be extensively obfuscated, which I suggest as a feature, too.
Named constant or just magic numbers and strings, both are hard-coded values, so there's no difference in the way you use them but dealing with constants being quite easier. With Lua using magic numbers would result in faster code than using globals, or if you go with locals it wouldn't have to define them in every single source file which would slightly improve the code overall. Plus, as I said, you wouldn't be able to change the constant value during runtime, hence the name, if you do so it's a variable not a constant, and having variable a "constant"* wouldn't make any sense therefore.
* Yes, I know that C and C++ have const keyword that doesn't forbid you from changing its value. But this keyword only gives compiler a hint that you have no intent on changing contents of the variable so it could optimize it somehow, like const char * in function header only says that function won't change that string.