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- Subject: Re: Using Lua for Video Games
- From: "Sebby " <beast@...>
- Date: Mon, 25 Sep 2000 21:14:19 -0000
--- In lua-l@egroups.com, "Nick Trout" <nick@v...> wrote:
> > I agree. Especialy with my current time constraints, what ever
time i
> > cna save with the implementation of a scripting engine can be
usefull
> > to me in implementing other features.
>
> 4-5 years work in Lua already? Now reentrant and getting faster! I
like
> Python better but cant really compete with Lua when you embed. New
list
> iterators nicer (more Pythonesque ;-)
Yeah. The fact that Lua has existed for a while and has a fairly big
user base is a definite advantage.
>
> > So far, besides a few issues
> > that may araise (especialy with PS2 compatibility). I'm seriously
> > considering Lua
>
> Interesting. What are the PS2 problems? I'm currently writing cross
platform
> libraries for DC/PS2/PC. Strangely main problem is const
correctness so
> far!! And memory alignment a bit. Still more to do though!
One of the issues is the fact that Lua numerial format is double
precision floats. This isn't a problem on PC and DC. But PS2 is
optimized for single precision and often uses software emulation for
double precision. So i'll have to see if there is a way to get Lua to
use single precision to avoid arithmetic slowdowns on PS2.
>
> > Tnx. I did some work on Space Invaders myself last summer. Right
now
> > i'm working on a Dreamcast port of Dave Mirra Freestyle BMX. And
no,
> > the company moved across the bay a few months ago, it's now
located
> > in Hayward.
>
> Nice. DC is okay I think.
Yeah. Unfortunateley, it's gonna dissapear soon.... :|
Sebby