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Hi Paul.
  I think many of the people present on this list encounter this kind of problem. In all case, in my side I've it.
  I think it could be very great if we can exchange ideas on hte architecture to implement around this particular kind of problem. I'm like you, I'm implementing a game to be abble to analyse all the possibilities of Lua but the target is to incorporate it in a network tool project. 

  In all case "rules" regarding Lua's integration and use can be really appreciate. If you want to exchange point of view on this simmply mail me at jacky.buyck@wanadoo.fr but I think it will be more appreciable to talk of this here for the moment.

Jack.



-----Message d'origine-----
De : Paul Tankard [mailto:Paul.Tankard@gamezlab.co.uk]
Envoyé : vendredi 19 septembre 2003 15:02
À : lua@bazar2.conectiva.com.br
Objet : My brain hurts


 Hello fellow Luarers :),
 
 I have spent the last few weeks ploughing through the Lua mail archives (big
 as it is) and doing general research on the net to do what a mass majority
 of people seem to be wanting to do now, and thats impliment Lua as part of
 my game entities to control them, now the first thing I did with Lua is to
 use it as a configuration processor which it seems to do lovingly out of the
 box, however, before I delve in making the mistake of trying to impliment
 Lua incorrectly for my game needs I thought I would chuck some questions
 into the melting pot to clarify things as my brain is now at melting point.
 
 Firstly, my system basic needs are to apply a script for each entity which
 in turn controls that entity.. seems simple enough.. but I do however want
 each entity to beable to reference each other... so the first implementation
 I thought of was.....
 
 have a main luavm, register all functions to it, then for each entity have a
 lua_newthread and do a lua_loadbuffer to the newthread with that particular
 script... now my head started melting when I thought of the calling process
 to the Lua script, I mean if I had a few threads each using a script which
 contained a function of the same name, say initialise, could I do a
 lua_getglobal in that particular newthread for "initialise" then a lua_call
 and it would call the corrects scripts function, or does it get set
 globally-globally so any script that has a function named the same will
 override the previous declaration like you would do function=nil to remove
 it ? this is obviously not the ideal way to do this.. especially if I have
 lots of entities that share the same script as it's using unnecessary
 overhead, but it would work ;)
 
 secondly I could have functions defined in tables then creating an object
 and using self everywhere this would make sure I don't have repeated chunks
 of script code and make it more c++ class orientated, but the problem is
 creating the actual object from C/C++, I mean would I just purge all scripts
 I needed into one script file then do lua_loadbuffer to the main lua state,
 and then for each entity do something like lua_dostring("entity1 =
 createentity:new("blah")); and get the function from the table of entity1
 and call that etc.
 
 or is there some other generic way that I'm just missing ? the more I'm
 having to think about it the more my head hurts so any feedback is more than
 welcome :)
 
 also, does anyone know of a windows tool/util that will take a list of mails
 (namely lua-l-archive) and process it to news format ? it's bloody damn hard
 having to spend time searching for stuff for examples when you don't know
 what to search for in the first place... it's kind of like using MSDN ;)
 
 cheers,
 
 PT