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Work in Progress / Lua scripting in DBPro - make your game moddable, scriptable, expandable

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David T
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Posted: 28th Jun 2005 01:18
Hi,

I've been working for a while on implementing the Lua scripting engine into DBPro. The result is the ability to load and execute scripts from your games, have scripts access your 3d darkbasic world and for your DBPro programs to access data held in the scripts.

Why bother?

- Can be used for easy loading of SAVE GAMES. Instead of those cryptic files you save to, how about save games and data files that look like this:



- Code your engine in DBPro and write the logic in scripts, Quake style.

- Separate content from form, allowing you to tweak your AI and items without recompiling anything

- Make your game MODDABLE, allowing people to download new items or behaviours for an existing game.

Today I've written a simple demo that shows a Lua script in use, instructing a dwarf to chase the player. Download it here: http://www.davidtattersall.me.uk/db/downloads/lua_ai.zip (and perhaps you could alter the script and see what happens )

Here's a sample script that drives the chase behaviour:



"A book. If u know something why cant u make a kool game or prog.
come on now. A book. I hate books. book is stupid. I know that I need codes but I dont know the codes"
Dom
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Posted: 28th Jun 2005 01:23
Hmmm don't know whether I will definetly use this but Its a maybe
Looks really good though! I'm sure loads of people will find this useful!

P.S I'm sure I've heard you mention this LUA before...NO WAIT! They use LUA files in Star Wars Battlefront! What a coincidence!


Thanks to Animeblood for the Logo!
Ace Of Spades
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Posted: 28th Jun 2005 01:33
looks very good, although i still prefer my cryptic files.

Don't look at me like that!
PowerSoft
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Posted: 28th Jun 2005 02:06
Looking good

[b]PowerScript: Currently Working on C++ version
dj blackdragon3710
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Posted: 28th Jun 2005 04:04
Don't worry powersoft, your's is good to . I've been messing around with that lately .

<<<<<Used to be "djblackdragon" with being registered in January, 2003, no matter what it says on the left<<<<<
Raven
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Posted: 28th Jun 2005 06:06
heh, yeah it is good Rich. Though, it isn't DB Syntax.. so it may put people off.

This is the main reason I kinda hated DOOP, because Wendingo made it C++ like. If I wanted to use C++ Syntax, I'd just use C++
To a degree while this is pretty awesome, and much quicker than previous scripting models... fact is that your still having to learn 2 seperate languages so it is a case of 'why would I want to complicate my life with this?'

This said, if David figures it out; it is very easy to setup LUA to use your own Syntax-Implimentation. I was toying with the idea about 2years ago to use it on-top of a C++ DirectX Engine in order to update DarkBasic v1

Mikey P
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Posted: 28th Jun 2005 06:09
Awesome, I've been using Lua in C#, and wished I could use it in DBP. I'm not at my pc at the moment, so can't test, but can you pass a User Defined DBP Function to Lua? As this was a major thing that put me off trying to sort Lua and DBP out...

Irc...
David T
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Posted: 28th Jun 2005 06:12 Edited at: 28th Jun 2005 06:17
Quote: "fact is that your still having to learn 2 seperate languages so it is a case of 'why would I want to complicate my life with this?'"


It's pretty similar to DBPro actually. You'd be forgiven...



If you're so inclinded you can turn it into:

xp = 10;
yp = 5;
zp = 3;



Quote: "but can you pass a User Defined DBP Function to Lua? As this was a major thing that put me off trying to sort Lua and DBP out..."


I've tried, I've emailed Lee but it's physically not possible. All DBPro functions are lost in ASM as JUMPS etc.

I've got two ideas how to sort that out:

- Have a message stack where you can define LUA functions that send message splus any number of parameters to a holding area. The DBPro app reads from this holding area and does actions.

Good for: initialising particles, changing music/lights, playing sounds, anything that doesn't involve the Lua script and is just a by product

Bad for: moving objects, getting game-centric values. Although it's easy to pass to Lua all values pertaining to your objects beforehand.

- A dodgy idea that may not work. It all depends on Lua's execution - whether calling a function then halts the app until it's finished. I believe it does.

However, I'm exporting LOTS of DBPro functions to Lua. So you can get object positions, rotations, animations etc. all from the lua script.

"A book. If u know something why cant u make a kool game or prog.
come on now. A book. I hate books. book is stupid. I know that I need codes but I dont know the codes"
David T
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Posted: 28th Jun 2005 20:18
Just a little update - today I've modified the AI script to make the dwarft follow waypoints. As you can expect, it was a trivial task but without recompiling the DBPro exe the enemy now patrols!

I then applied the script to two objects, so I now have two patrolling dwarves run from 1 Lua script.

"A book. If u know something why cant u make a kool game or prog.
come on now. A book. I hate books. book is stupid. I know that I need codes but I dont know the codes"
John Y
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Posted: 28th Jun 2005 21:09
Hehe,

I see the game scripting mastery book has been very influential

If you can get the language implemented perfectly it will be exceedingly powerful and usefull!

BatVink
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Posted: 28th Jun 2005 21:22
Quote: "it is a case of 'why would I want to complicate my life with this?'"


It's quite the opposite. Once you've done the ground work for one game, you can create sequels very rapidly. And like it says on the tin, you can change the gameplay without recompiling. Since the last 20% of the development takes 80% of the time, this is a good tool to have.

Nice work.

BatVink
Sergey K
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Posted: 28th Jun 2005 22:04
nice engine David!!


i also working on my scripting system, its a little bit different from this one..
i already included over 70 commands into my scripting system
i think some of u guys already saw a screenshot of a game that made in my scripting engine

right now i working on a multiplayer commands (almost done)

does 1 + 1 is 11?!

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adr
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Posted: 28th Jun 2005 23:00
I have two questions

1. Array access - you show a function which can pull stuff out of a single associative array. How complex can the array retreival be? I'm thinking that you can overcome DBP's lack of arrays within arrays through this. If DBP can access arrays as complex and adhoc as PHP arrays, I think you deserve a knighthood :o)

2. I've been making a shoot em up (on and off) since late 2004 now and if I could store the enemies' attack patterns in a LUA script rather than in DBP - that'd rock. However, you can see the problem that if all the attack formations are stored in plain text in a file, the game could become quite easy for anyone who's nosey enough to hack the enemy scripts. My suggested solution would be to add in a function which loads in a lua script from a memory location. I could store all my lua scripts in one large "resource" file, and then at runtime, pull out the relevant script into a memblock, and then pass the memblock pointer into your DLL function.


Other than that - well done! Front page stuff for the next newsletter I'm sure.

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David T
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Posted: 29th Jun 2005 02:19
1. Array access - you show a function which can pull stuff out of a single associative array. How complex can the array retreival be? I'm thinking that you can overcome DBP's lack of arrays within arrays through this. If DBP can access arrays as complex and adhoc as PHP arrays, I think you deserve a knighthood :o)

You can retreive any value from a Lua array, as so:

print lua array int/float/string("arrayname->key1->key2->key3")

where it is defined in the lua script as so:



If you just want a plain string keyed storage system:



Setting array values may be sli9ghtly more complex, I'm currently thinking along the lines of:



sets 1 into array->key->key2.

Quote: "2. I've been making a shoot em up (on and off) since late 2004 now and if I could store the enemies' attack patterns in a LUA script rather than in DBP - that'd rock."


It will - yesterday I made the dwarf demo above - and in less than 10 minutes I had the dwarf patrolling without modifying the DBPro code. I will continue buildilng demos to get an idea how the system is set up but it looks very easy.

Quote: "However, you can see the problem that if all the attack formations are stored in plain text in a file, the game could become quite easy for anyone who's nosey enough to hack the enemy scripts."


Aha - my second trump card. The plugin loads compiled lua scripts, so you can run your scirpt file through luac when done to compile to bytecode, which is unreadable by humans. Both can be loaded via the same command.

Quote: "My suggested solution would be to add in a function which loads in a lua script from a memory location. I could store all my lua scripts in one large "resource" file, and then at runtime, pull out the relevant script into a memblock, and then pass the memblock pointer into your DLL function. "


Possibly, in future. Although the compiled solution may be better.

Quote: "Other than that - well done! Front page stuff for the next newsletter I'm sure."


I'm sure it will be highly publicised once it's done - the important bit is once it's done. Most of the code is done but I want to spend time using it to make sure it's done. Once it's done my plans are to sell the plugin for around hte same as BlueGUI, EzRotate and NGC. As always it'll be free to use and test, you only pay to stop it deactivating after 5 minutes.

Quote: "I see the game scripting mastery book has been very influential "


It's a bible!

"A book. If u know something why cant u make a kool game or prog.
come on now. A book. I hate books. book is stupid. I know that I need codes but I dont know the codes"
Sergey K
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Posted: 29th Jun 2005 04:12
it looks more like flash commands

does 1 + 1 is 11?!
David T
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Posted: 29th Jun 2005 04:29
Flash?

"A book. If u know something why cant u make a kool game or prog.
come on now. A book. I hate books. book is stupid. I know that I need codes but I dont know the codes"
adr
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Posted: 29th Jun 2005 04:38
What about numerically indexed arrays? Can you give some examples of how you might for loop (on DBP) through a LUA stored array?

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David T
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Posted: 29th Jun 2005 04:53
Haven't coded it at the moment, however the function rawgeti seems to be what I'm after. If that in indeed so then I assume it'll be something like:



note that's speculative. I assume it'll be like that. Not coded yet however.

"A book. If u know something why cant u make a kool game or prog.
come on now. A book. I hate books. book is stupid. I know that I need codes but I dont know the codes"
Sergey K
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Posted: 29th Jun 2005 05:27
well flash (Macromedia Flash) there u can create 2d games and all, and your code David T, reminds me a little bit of flash

does 1 + 1 is 11?!
David T
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Posted: 29th Jun 2005 06:11
Oooh, of ActionScript. Yeah, a bit. Arrays are like PHP, rest of it's like Basic.

"A book. If u know something why cant u make a kool game or prog.
come on now. A book. I hate books. book is stupid. I know that I need codes but I dont know the codes"
David T
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Posted: 7th Jul 2005 04:45
Just finished the commands for passing messages between Lua nad DBPro, and I'm just finishing exposing DBPro's rotate commands to Lua scripts. I've already got a cool demo with automatically opening doors working, within 20 mins

"A book. If u know something why cant u make a kool game or prog.
come on now. A book. I hate books. book is stupid. I know that I need codes but I dont know the codes"
James Morgan
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Posted: 7th Jul 2005 08:14
Nice work Dave! (hmm, Mr.T, u ever watch the A-Team? I pitty da fool!)

This is something that i would definantly use and would like to see that door demo!

J

Hello!
Hamish McHaggis
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Posted: 8th Jul 2005 19:44
Cool David . This looks like just the thing the Blackout project needs. I think in particular it'd be nice to be able to script behavious and animations of different weapons (eg. weapons overheating), or what effect different pickups have on a player. The only thing I'm wondering about is accessing values from DBPro arrays of UDTs. Most of the values in the engine are stored this way, would this be possible?

More tea Vicar?
X Trade
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Posted: 14th Jul 2005 04:37
I, personally, would find this extremely useful!
it soudns like a good idea.... and would save my writing my own specialised language for my current project..

www.AoFP.co.uk
FXTC
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Posted: 15th Jul 2005 01:18
wow Lua script is good for scripting game AI

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FXTC
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Posted: 15th Jul 2005 01:23 Edited at: 4th Aug 2005 17:30


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FXTC
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FXTC
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Posted: 15th Jul 2005 02:50
Lua Scripting Basics

This download is a basic introduction to scripting with Lua. It demonstrates the basics such as if conditionals, while and for loops, and declaring functions.

http://www.codesampler.com/source/lua_scripting_basics.zip

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FXTC
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Posted: 15th Jul 2005 02:59
Tutorial Directory:
http://lua-users.org/wiki/TutorialDirectory

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X Trade
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Posted: 18th Jul 2005 08:43
so when do we actually get to try it out?

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Yusaku
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Posted: 18th Jul 2005 19:02 Edited at: 18th Jul 2005 19:27
I always leave the option open to moddable content just by leaving the bitmaps and models outside of the executable.

Gosh... that dwarf demo makes me with I had DBPro right now.

*Must finish last DBC project... must finish...*

Though I'm not sure what's more amazing... the lua, or that freaking amazing dwarf model! It's animated so well, its geometry is amazing, and it was textured unbelievably great.

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Niijel2
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Posted: 24th Jul 2005 05:31

Ive been wanting this for a long time...

I dont mind testing and giving feedback on even early partial versions, I am even willing to do documentation

Any eta on it?
Maleck
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Posted: 27th Jul 2005 09:14
I have been toying with the idea of trying to use LUA for this, and i am really glad someone had the time to put into this as I don't. Great work. Can't wait to give it a try.
David T
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Posted: 31st Jul 2005 19:34
Quote: "The only thing I'm wondering about is accessing values from DBPro arrays of UDTs. "


I've found a pointer to DBPro's variable area in memory and I'm going to be emailing Lee about accessing it. Probably not possible though due to the way dbpro works (although you could hold everything in Lua arrays...)

@FXTC: 0_o

Quote: "so when do we actually get to try it out?"


Now I'm back form holiday I want to add some more functionality for dealing with Lua arrays from dbpro (looping etc using raw dbpro) then I might be able to release a public dll. On the other hand I may wait until it's reasonably finished - I don't want to give too much away.

Quote: "Gosh... that dwarf demo makes me with I had DBPro right now. "


Thanks

Quote: "Though I'm not sure what's more amazing... the lua, or that freaking amazing dwarf model! It's animated so well, its geometry is amazing, and it was textured unbelievably great."


Psionic3d has loads of free ones, including the dwarf. Google his site.

Quote: "Ive been wanting this for a long time...

I dont mind testing and giving feedback on even early partial versions, I am even willing to do documentation

Any eta on it? "


As I said - development was halted because of a 3 week holiday >_< so that didn't help things. I hope to have it done and dusted for the end of summer.

Quote: "Great work. Can't wait to give it a try. "


Thanks alot.

"A book. If u know something why cant u make a kool game or prog.
come on now. A book. I hate books. book is stupid. I know that I need codes but I dont know the codes"
FXTC
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Posted: 3rd Aug 2005 21:38 Edited at: 4th Aug 2005 17:46
my frend make game with Lua script for AI:

http://vatan.super4u.net

sample amo:


sample code guard:

I thing i future is posibile use Lua script for my game in DBP:

http://yd.super4u.net

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David T
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Posted: 4th Aug 2005 16:13
Yes, Vatan looks pretty good.

Another update - you can now get values out of arrays that are numerically indexed. For example:



you can get the numbers out like so:



the # denotes numeric index.

"A book. If u know something why cant u make a kool game or prog.
come on now. A book. I hate books. book is stupid. I know that I need codes but I dont know the codes"
Maleck
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Posted: 10th Aug 2005 01:14
Glad it is progressing again, and i hope you had a fun break.
Torrey
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Posted: 11th Aug 2005 22:33
Great work on the Lua scripting engine! It reminded me of what I was working on in the past (AI scripting engine).
David T
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Posted: 11th Aug 2005 23:33
Thanks

Just finished my first session of manual writing - 3,000 words and 21 pages for the first 3 parts of the tutorial

"A book. If u know something why cant u make a kool game or prog.
come on now. A book. I hate books. book is stupid. I know that I need codes but I dont know the codes"
Little dude
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Posted: 12th Aug 2005 19:11
how much space does the download take up?
David T
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Posted: 12th Aug 2005 23:26
Once finished I don't imagine it taking more than a few MB. Most of that will be media for examples

"A book. If u know something why cant u make a kool game or prog.
come on now. A book. I hate books. book is stupid. I know that I need codes but I dont know the codes"
FXTC
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Posted: 13th Aug 2005 14:44
Wow good news

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FXTC
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Scripting is fun! It might seem a little w3ird and a bit troublesome to get into at first, but everybody here has gone through that, and its possible. When you've grasped the basics of programming its a downhill joyride. But of course, it's a constant learning course; you'll refine your programming style and code design all the time, finding better ways to accomplish stuff.

To script with lua you don't need anything more than Notepad. Any plain-text editor will do. But to make things a little easier there are text editors that are specificly made for programming.

The editor that I use is ConText. It's simple, small and fast. Not many extra bells and whistles, just the editor. For that you might need to download the lua highlighter. But there are better editors out there, some examples provided in this thread. I'm just used to context(http://www.context.cx/), and therefore I'll stick with it.

To get to learn Lua scripting, start out with reading some tutorials provided below. It might take a some weeks to get it, if you've never programmed before. But have patience. Read more tutorials, look through other peoples' code (the farcry lua files for instance), but most importantly, trial and error; program yourself and look what happens if you do this or that.

Tutorial links from this post:
Lua-Users' tutorials - A great place to begin to learn how lua works. (http://lua-users.org/wiki/TutorialDirectory)

Lua 4.0 reference manual - The complete reference of the lua 4.0 language (the version that farcry uses). This is also included as a pdf with the FarCry SDK docs.(http://www.lua.org/manual/4.0/)

CryDoc - A great place that coverse a pretty much complete reference of lua functions available in FarCry. And if you've had a little bit of programming experience, I'd like to point out a special tutorial over there, the Scripter's guide to CryEngine, made by me (http://www.crydoc.de/index.php/Scripting)

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David T
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Posted: 28th Aug 2005 12:34
Bit of an update - wrote some more of the manual/tutorial yesterday. All the basics of the plugin are covered now, but I'll probably have to write a few examples to get people thinking the right way

"A book. If u know something why cant u make a kool game or prog.
come on now. A book. I hate books. book is stupid. I know that I need codes but I dont know the codes"
Maleck
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Posted: 14th Sep 2005 01:23
Can't wait for this to be available. Keep up the good work.
Gen
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Posted: 15th Sep 2005 02:40
Looks very nice! I would make much use of this.

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Ian T
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Posted: 15th Sep 2005 06:38
Can not wait, David. I messed with that dwarf lua script 'til he was more sophisticated than HAL. The ability to read compiled scripts just makes it sound even better. TBH I'd pay $20 or more for this certainly

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Torrey
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Posted: 23rd Sep 2005 13:13
Quote: "TBH I'd pay $20 or more for this certainly "


David has decided to charge for his plugin? He put in a lot of hard work for this and definetly deserves it, but I may have to be the rival the plugin if it's not free.

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FXTC
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Posted: 24th Sep 2005 16:26
Interesing:
http://nervebreak.sourceforge.net/

NerveBreak is a C-like scripting language by Bad Sector. It is available for free, as long as credits are given and bug corrections/code improvements are returned. Read the included license for more information. I made NerveBreak because i needed a scripting library that is small and has a C-like structure. Also i needed to have full control on the source code (so GPLd libraries are out of the scheme). Some people asked me why i didn't used Lua, since it lets you have full control on the source code and is very small. Well, there are two reasons that Lua doesn't suit my needs: first it's syntax seems ok, but for me looks like a mess . It's a personal matter, i think. Second, Lua does interpreting and type checking all the time. I've downloaded LuaCheia, a Lua interpreter for Windows and it contains a small asteroids game which uses a SDL module. The author says that this small game needs at least a 1Ghz machine in order to run smoothly. But i want a fast scripting language . Lua is good for what it does, but again even if I have an Athlon64 3200+ machine and i can run all Lua scripts fast, that doesn't mean that everyone has a such machine. For years i had old machines and i'm expecting to work with my athlon for at least two or three years. I can imagine how outdated this machine will be after three years, so i can understand those who right now cannot run some programs because they have 400, 500 or 600MHz machines (personally, two months ago i had a 300MHz PII machine).

So, i made NerveBreak, which has a C-like syntax and a fast virtual machine. From my experience with virtual machine based scripting languages, i can say that NerveBreak is pretty fast even on a PMMX 200MHz machine, where i'm expecting from it to execute more than 20000 commands per second.

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Maleck
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Location: US
Posted: 12th Oct 2005 22:30
Hows the programming going? I was just able to check back in on this and am happy to see it is still active.

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