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I'm not sure I want to talk about specific details. (Since the engine is still in use by another company.)
I don't like lawyers. ;)

But the Bitsquid engine (http://www.bitsquid.se/) has some similarities to the engine we used. (It is written by basically the same people.) They have a lot of documentation about their lua API. http://www.bitsquid.se/files/Lua%20API.pdf

2010/2/12 Enrico Colombini <erix@erix.it>
Andreas Jonsson wrote:
I just wanted to point out that you can indeed make a "big" videogame that
is partly written in Lua. That consists of about 1,000,000 lines of Lua code
and preforms 10,000-50,000 function calls per frame. (In Lua)
And still run it on an xbox360 and ps3.

Not bad at all. On the Nintendo DS, I was limited to a few calls per frame :-)

Out of curiosity, where did you put the Lua/C(++) boundary? What did the frame loop look like? (if you can talk about it)

 Enrico