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101. Re: Incompatibility of lua5.1.dll (from Lua Binaries) and Delphi (score: 2)
Author: Ignacio Burgueño <ignaciob@...>
Date: Fri, 13 Mar 2009 10:09:38 -0300
It was tested with these: a) lua5_1_4_Win32_dll6_lib.zip b) lua5_1_4_Win32_bin.zip I haven't been able reproduce the bug here with free bcc compiler (5.0 I guess). I can't link to VCL since it's not
102. Re: [ANN] Lua BitOp 1.0.0 released (score: 2)
Author: Mike Pall <mikelu-0812@...>
Date: Wed, 17 Dec 2008 15:40:16 +0100
Ah yes, I see the problem. But there's not much I can do about the initialization order. You would have gotten into problems with the wrong DirectX initialization, anyway. Assuming the compiler gener
103. Re: Possible Bug in bitlib under Windows? (score: 2)
Author: "RJP Computing" <rjpcomputing@...>
Date: Fri, 12 Dec 2008 20:56:48 -0500
On Fri, Dec 12, 2008 at 5:58 PM, Mike Pall <mikelu-0812@mike.de> wrote: I've done the latter, since I needed it for LuaJIT 2.x anyway. Here's an excerpt of the docs: http://lua-users.org/lists/lua-l/
104. Re: Possible Bug in bitlib under Windows? (score: 2)
Author: Mike Pall <mikelu-0812@...>
Date: Fri, 12 Dec 2008 23:58:42 +0100
I've done the latter, since I needed it for LuaJIT 2.x anyway. Here's an excerpt of the docs: http://lua-users.org/lists/lua-l/2008-09/msg00441.html In fact, I've got a backport of the bit operations
105. RE: Weird irreproducible error (score: 2)
Author: "BetGear - Glen" <glen@...>
Date: Tue, 9 Oct 2007 01:42:27 +0100
Hi Steve, Maybe you could try running the problematic script through the new 3rd party lua debugger Decoda, I use it myself and it's an excellent debugger. http://www.unknownworlds.com/decoda It is a
106. Re: Weird irreproducible error (score: 2)
Author: Steve Heller <steve@...>
Date: Mon, 08 Oct 2007 18:29:39 -0500
On Mon, 08 Oct 2007 23:52:13 +0100, David Given <dg@cowlark.com> wrote: So far, no errors in the memtest86 run. I'm up to test #8. I'll probably let it run overnight tonight to try to eliminate the p
107. Re: Weird irreproducible error (score: 2)
Author: David Given <dg@...>
Date: Mon, 08 Oct 2007 23:52:13 +0100
TBH I'd be highly surprised if that were the problem. Memory faults on modern computers usually result in crashes due to corrupted pointers, rather than actual bogus data. (One of the older memory te
108. RE: Weird irreproducible error (score: 2)
Author: "Bilyk, Alex" <ABilyk@...>
Date: Thu, 4 Oct 2007 12:31:53 -0700
This is a good point. Storing full 32-bit integers in Lua numbers can give a behavior where the things may seem to become random due to hashing problems. Basically on some numbers it will run fine, o
109. Re: Weird irreproducible error (score: 2)
Author: Steve Heller <steve@...>
Date: Mon, 01 Oct 2007 21:44:25 -0500
On Mon, 01 Oct 2007 18:08:14 -0700, Mark Hamburg <mhamburg@adobe.com> wrote: No, there is no custom C code in the system at all. It's pure Lua. Steve
110. Re: Weird irreproducible error (score: 2)
Author: Mark Hamburg <mhamburg@...>
Date: Mon, 01 Oct 2007 18:08:14 -0700
Are you calling out to your own native code? If so, could that code be stomping Lua's data structures? Could you be running into problems with DirectX numerics flags? Mark
111. Re: Re: Division by zero makes program hang (score: 2)
Author: Andre de Leiradella <leiradella@...>
Date: Tue, 27 Feb 2007 00:14:49 -0300
Are you by chance using DirectX? I'm linking against SDL, but I'm forcing it to use the windib driver. I also posted this question to the SDL mailing list, but no solutions so far... Does your appli
112. Re: Division by zero makes program hang (score: 2)
Author: "Alex Queiroz" <asandroq@...>
Date: Mon, 26 Feb 2007 09:45:14 -0300
Hallo, I know it's not Lua's fault, but has anyone faced this before? Maybe my program is changing FPU flags it shouldn't? Are you by chance using DirectX? -- -alex http://www.ventonegro.org/
113. Re: print(268435456 + 1) (score: 2)
Author: Lisa Parratt <lisa@...>
Date: Fri, 01 Sep 2006 17:51:44 +0100
Could this be the DirectX hobbling the FPU issue rearing it's head? -- Lisa
114. ANN: LuaJIT 1.1.2 released (score: 2)
Author: Mike Pall <mikelu-0606@...>
Date: Sat, 24 Jun 2006 13:54:07 +0200
Hi, this is a minor upgrade for LuaJIT, now based on Lua 5.1.1 and in sync with Coco 1.1.1. No other major changes vs. LuaJIT 1.1.0. An upgrade is especially recommended for developers using LuaJIT o
115. Re: ANN: LuaJIT 1.1.1 released (score: 2)
Author: "Kent Sibilev" <ksruby@...>
Date: Thu, 22 Jun 2006 22:34:20 -0400
Coco is great and works fine on my OSX Intel. But LuaJIT gives me: [LuaJIT frontend failed: attempt to call a thread value] all the time. Do you know what might be a problem? this is a minor upgrade
116. Re: ANN: LuaJIT 1.1.1 released (score: 2)
Author: Michael Wolf <miwo@...>
Date: Thu, 22 Jun 2006 22:02:57 +0200
Hi, first of all thanks for LuaJIT its a great project! But i have one small problem with this new version, i can't get it to compile with MS Visual Studio 2005. But I had no problems with LuaJIT 1.1
117. ANN: LuaJIT 1.1.1 released (score: 2)
Author: Mike Pall <mikelu-0606@...>
Date: Tue, 20 Jun 2006 14:43:17 +0200
Hi, this is a minor upgrade for LuaJIT, now based on Lua 5.1.1 and in sync with Coco 1.1.1. No other major changes vs. LuaJIT 1.1.0. An upgrade is especially recommended for developers using LuaJIT o
118. RE: Math.Random() always returns 0 (score: 2)
Author: "Beric Holt" <beric@...>
Date: Thu, 25 May 2006 09:53:41 +1200
Thanks everyone for the feedback. I've added the D3DCREATE_FPU_PRESERVE flag which solves the problem perfectly. I did some rather unscientific benchmarking (eyeballing the FPS counter) with and with
119. RE: Math.Random() always returns 0 (score: 2)
Author: "Incley, Mark" <mark.incley@...>
Date: Wed, 24 May 2006 12:47:40 +0100
Beric, I experienced the exact same thing when I upgraded InkSpector (Windows/DirectX) from Lua 5.0 to 5.1. By using the D3DCREATE_FPU_PRESERVE option when creating the D3D device, the math.random pr
120. Re: C++, pcall, and yield (score: 2)
Author: Mike Pall <mikelu-0604@...>
Date: Tue, 18 Apr 2006 15:18:39 +0200
Hi, sorry for the late reply. Just catching up with messages after vacation. Long reply follows: LuaJIT is pretty much chained to Coco. Even if a future Lua core would be changed to include RVM, I'd
121. Re: Understanding lua_ref and lua_unref (score: 2)
Author: roberto@... (Roberto Ierusalimschy)
Date: Mon, 17 Apr 2006 15:41:02 -0300
Are you using DirectX in your program? -- Roberto
122. Re: [SOLVED] Re: and/or missbehaviour in embedded lua 5.1 (score: 2)
Author: roberto@... (Roberto Ierusalimschy)
Date: Fri, 17 Mar 2006 10:51:15 -0300
Many thanks for finding this bug. Probably we should release a 5.1.1 with it fixed. 5.1.1 can also include several small corrections to the manual sent to us after the release of 5.1. We would like t
123. Re: LUA_NUMBER -> Integer conversion bug (score: 2)
Author: "Michael Newberry" <mnewberry@...>
Date: Fri, 10 Mar 2006 11:21:30 -0700
Lots of end-users have D3D installed. How are we Lua programmers supposed to prevent our application from breaking? Michael Hi, Maybe. Maybe not. Do you use Direct3D/DirectX? If yes, then you are jus
124. Re: LUA_NUMBER -> Integer conversion bug (score: 2)
Author: Mike Pall <mikelu-0603@...>
Date: Fri, 10 Mar 2006 19:11:23 +0100
Hi, Maybe. Maybe not. Do you use Direct3D/DirectX? If yes, then you are just shadowing the problem here and it will come back to haunt you elsewhere. Read: http://lua-users.org/lists/lua-l/2005-10/ms
125. Re: An entire game written in Lua is possible? (score: 2)
Author: Antoine Chavasse <a.chavasse@...>
Date: Fri, 20 Jan 2006 23:07:26 +0100
I won't mention which one as it could give bad ideas to some people, but I know that one major (and quite good looking too) MMORPG has its client written mostly in python. Basically, as far as I coul
126. Re: An entire game written in Lua is possible? (score: 2)
Author: "Framework Studios: Hugo" <hugo@...>
Date: Fri, 20 Jan 2006 16:08:44 +0100
Hi, At Framework Studios 'engine code' and 'game code' is seperated like that. The "Framework Engine" itself is written with C++, all game- or application code is Lua. For example, check out http://w
127. Re: lua internals debugging hints? : lua_number2integer() not working (score: 2)
Author: Mike Pall <mikelu-0510@...>
Date: Fri, 21 Oct 2005 18:28:22 +0200
Hi, Right. Because adding the magic constant 2^52 + 2^51 cuts off small integers when single-precision (24 bits) is selected. The inline assembler variant would still work, but I guess it was too pro
128. Re: Few questions about 5.0 -> 5.1 (score: 2)
Author: Jan Kratochvíl <jan.kratochvil@...>
Date: Fri, 21 Oct 2005 16:43:55 +0200
Hi, Well at least in one case i found solution. It is the 3) and it is the one discussed here today. lua_number2int isn't working for me because of DirectX. Switching to floats and redefining lua_num
129. Re: Heap usage and variable argument C functions (score: 2)
Author: "Brett Bibby" <research@...>
Date: Wed, 22 Dec 2004 08:33:27 +0800
Yes, DX exhibits this problem, but Lua brings it out all on its own in certain situations! I have confirmed many times that calling into Lua and manipulating some Lua Numbers can cause the denormals
130. Re: Heap usage and variable argument C functions (score: 2)
Author: "Brett Bibby" <research@...>
Date: Tue, 21 Dec 2004 20:25:04 +0800
and careful time warnings. long I'm if few? I didn't say it was illegal, that's why it's a warning and not an error. If I put the contents of a long into a char without casting, a warning is justifi
131. Re: Heap usage and variable argument C functions (score: 2)
Author: David Jones <drj@...>
Date: Tue, 21 Dec 2004 12:08:51 +0000
The main issues are implicit type casting between double and float and long and ints. For example, on platforms like the PS2 you have to be really careful that you don't accidentally enable emulated
132. Re: Heap usage and variable argument C functions (score: 2)
Author: David Given <dg@...>
Date: Tue, 21 Dec 2004 11:13:46 +0000
We compile Lua on our platform with -Wall and don't get any warnings. It's a gcc-based compiler with 16-bit short, 32-bit int, 64-bit long and IEEE doubles, so it's a pretty vanilla setup. But aren't
133. Re: Heap usage and variable argument C functions (score: 2)
Author: "Brett Bibby" <research@...>
Date: Tue, 21 Dec 2004 12:39:07 +0800
Um, I won't argue that Lua is great because it is, but it doesn't compile on any platform I know of without numerous warnings if you actually set the compiler to verbose. I would strongly suggest tha
134. Re: Game objects management (score: 2)
Author: Jose Marin <jose_marin2@...>
Date: Fri, 11 Jun 2004 11:08:47 -0300 (ART)
I'm trying to make a game only using Lua and STL or DirectX (like Metheor Shower, but 3D). That's why I'm worried about objects management. ___________________________________________________________
135. RE: Very small feature request (score: 2)
Author: "Nick Trout" <ntrout@...>
Date: Wed, 9 Apr 2003 18:55:53 -0700
As mentioned by other posters. Its pollution of Lua by other languages. Lua has design constraints. I didn't bring it up. Another poster was implying that Microsoft APIs were the easy alternative to
136. RE: Very small feature request (score: 2)
Author: "Joshua Jensen" <jjensen@...>
Date: Wed, 9 Apr 2003 19:03:55 -0600
Is it too much to include the extern "C" code in lua.h? Many, many other C libraries do this exact thing to make it easier for the end user. How many times, on this mailing list alone, do we hear ab
137. RE: Very small feature request (score: 2)
Author: "Nick Trout" <ntrout@...>
Date: Wed, 9 Apr 2003 11:40:41 -0700
Is it too much to ask that you add 2 lines of code to when you include the Lua interface? extern "C" { } The design directives of Lua are very clear: ANSI C. I would argue that the above code makes
138. example Lua game (score: 2)
Author: Thatcher Ulrich <tu@...>
Date: Mon, 5 Nov 2001 18:16:59 -0500 (EST)
I spent a couple days messing around with Lua + LuaSWIG + SDL, and produced a little video game. The SDL wrapper may be of interest for anyone interested in prototyping games, or for introducing Lua
139. Re: Which library? (score: 2)
Author: paul@...
Date: Mon, 15 Oct 2001 23:41:04 +0800
I thought there was a lua binding for SDL somewhere? cannot remember where now.. Anyway, just to share some experiences with SDL and Lua. The two are actually a good match, and our own title, which w
140. Re: Which library? (score: 2)
Author: Thatcher Ulrich <tu@...>
Date: Mon, 15 Oct 2001 10:17:14 -0400 (EDT)
I can vouch for SDL. It's really pretty great. SDL has many extension libraries built on top of it; the ones you'll probably want the most are SDL_mixer (core SDL only provides low-level sound access
141. Which library? (score: 2)
Author: "Nick Trout" <nick@...>
Date: Mon, 15 Oct 2001 10:20:30 +0100
This is slightly off topic but involves Lua. I need a cross platform library for developing little 2d games (which will be wrapped in Lua). Usual features required, ie. surface/sprite rendering, soun
142. Re: FYI: Lua on the Dreamcast (score: 2)
Author: Ken Rawlings <krawling@...>
Date: Sat, 10 Jul 1999 17:24:54 -0500 (EST)
No doubt! Out of curiosity, what are most games developers using Lua for? It's been a little while since I looked into Dreamcast development, but my understanding is that the Dreamcast has 2 OSes. T

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