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Thanks for the links.

On the PS2 stuff, we have had some discussion internally about how to fix our own game engine typecasting for multiple platforms, and given the coming generations of hardware and a planned Spring release of the next Lua, I wondered if the next version of Lua will have any typecasting improvements planned?

As many posters have mentioned in past posts, it would be nice if Lua defined the types/length it needed in one place so it could easily be ported to take advantage (or avoid pitfalls) of certain hardware features. A side benefit would be improved testing because if it was super simple to try out new releases of Lua quickly more people would be apt to give it a go and would likely find more bugs faster.

Brett

----- Original Message ----- 
From: "Nick Trout" <nick@rockstarvancouver.com>
To: "Lua list" <lua@bazar2.conectiva.com.br>
Sent: Tuesday, December 09, 2003 8:58 AM
Subject: RE: Simple AI Scripting, Help Me!


> 
> > Hi Joel!
> > My point on PS2 has nothing to do with Lua, which was the point!  We
> run
> > into C compiler issues more than Lua issues on PS2 was what I was
> trying
> > to say :-)
> > 
> > But I was actually going to send a note to this list about the PS2 Lua
> > anyway, so I might as well do that now :-)
> > 
> > A month or so ago somebody on this list mentioned that their PS2 Lua
> > implementation worked but was speeded up by doing something or other
> > (something with memory or alignment I think). I can't seem to find it
> in
> > the archives (is there a better way to search them btw?).  Anyway, if
> > anybody is using Lua on the PS2 can you post what changes you made to
> > optimize it?
> > 
> > For the record, all we did on the PS2 was to change the Lua number
> > definition from double to float and it compiled and ran fine.  Same
> with
> > GameCube.  Any console developer advice would be appreciated on other
> > things that would optimize Lua though.
> > 
> > Cheers,
> > Brett
> > ps: tell Bill Schmitt hiya for me.
> 
> Hello Bill!
> 
> You can search Lua-l from 2 places:
> 
> http://lua-users.org/lists/lua-l/
> &
> http://archive.neotonic.com/archive/lua-l
> 
> The PS2 comment might have been me:
> 
> http://lua-users.org/lists/lua-l/2003-10/msg00063.html
> 
> I think Lua has a union in llimits.h which has double in it. I think
> it's supposed to be the size of an instruction. This only needs to be 32
> bit, not 64 so you can save memory. I think the running faster reference
> was wrt to removing all instances of double from Lua.
> 
> Nick
>