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I'd also mention that it has no outside dependencies (this is implicit when
you mention portability, but worth being explicit about), and that it's
gotten faster in each of several recent revisions rather than slower.  I'd
also give real numbers regarding how big Lua is, which is often a concern
for console games... When you say "Lua's code is around 32k", people's
mouths kind of drop open.  Knowing it's so small and so self-contained
makes people more likely to try it.  Also mention how active the mailing
list is.  =)


Bret


On Mon, Sep 17, 2001 at 03:39:40PM +0100, John Batty wrote:
> A few suggestions...
> 
> I don't see any mention of "tolua".
> http://www.tecgraf.puc-rio.br/~celes/tolua/
> I found this invaluable when integrating lua into my C++ game.
> Makes it trivial to access C++ objects/methods.
> 
> Game developers will ask about performance, so you might
> want to have some comparitive benchmark figures to hand.
> 
> Tell them it is free!!
> 
> A few more substantial code examples would help give people
> a flavor of what the language is about (should be able to
> get some from the lua website - the SPE paper has some
> good ones: http://www.lua.org/spe.html).
> 
> A few more simple code examples would help clarify some points
> e.g. "Variables are un-typed, only values have type" would
> be given more meaning if you included a few examples, e.g.:
>   function printVar(var)
>     print(var)
>   end
> 
>   printVar(1)
>   printVar({ 1, "string" })
>   printVar(function() print("hello") end)
> 
> Concentrate more time on the "interesting/unusual" features
> of lua (untyped variables, tables, tags, gsub) than on 
> the syntax of the operations that you get in any language
> (expressions/control structures) - people can easily pick
> up the latter from the docs.
> 
> Mention that you can run it standalone (so people can
> easily play with it to try it out).
> 
> Hope this helps...
> 
> Cheers,
> 
> John
> 
> John Batty
> john@glowingslab.com
> 
> -----Original Message-----
> From: Michael Cuddy [mailto:mcuddy@fensende.com]
> Sent: 17 September 2001 10:31
> To: Multiple recipients of list
> Subject: Re: Lua presentation at XGDC3.0 (URL included this time ...
> d'oh!)
> 
> 
> Replying to my own post, because it's late, and I'm stupid ...
> 
> http://www.fensende.com/~mcuddy/ltn/xgdc3/
> 
> > I've posted the (90% complete ;-) slides for the presentation that I'm
> > going to give at the Extreme Games developer conference in San Jose,
> > California (www.xgdc.com for more information ;-)
> > 
> > I'd appreciate any (constructive, please ;-) comments about the slides.
> > 
> > I haven't finished writing up the slide notes, so they are not included,
> > but you grizzled Lua veterans should get the gist of the presentation.
> > 
> > The target level of the talk is intermediate to advanced game programmers.
> > I have 50 minutes to talk (thus it's more of an "advertising" presentation
> > rather than a tutorial -- sell them on Lua and they will do the research).
> > 
> > Please let me know if you think anything is missing, glossed over, 
> > too much information, (just plain crap ;-) etc.
> 
> --
> Mike Cuddy (mcuddy@FensEnde.com, MC312), Programmer, Daddy, Human.
> Fen's Ende Software, Redwood City, CA, USA, Earth, Sol System, Milky Way.
> 
>        Now I lay me down to sleep / CVS, I pray, my code to keep.  
>        If disks crash before I wake: / format, newfs, cvs up, make.
> 
>        Join CAUCE: The Coalition Against Unsolicited Commercial E-mail.
>                           <http://www.cauce.org/>
> 

-- 
Bret Mogilefsky * Mgr. SCEA Developer Support * mogul@gelatinous.com