[Date Prev][Date Next][Thread Prev][Thread Next]
[Date Index]
[Thread Index]
- Subject: Re: Multithreaded Lua
- From: David Kastrup <dak@...>
- Date: Mon, 19 Jul 2010 23:09:32 +0200
Nathaniel Lewis <linux.robotdude@gmail.com> writes:
> I am currently writing a game engine for Linux that I intend to open
> source. I realize that I need some sort of script to go along with a
> map in it to describe what will happen when. I decided to turn to Lua
> as a script because its syntax is simple and not too difficult to
> learn. But I need the interpreter to run as a separate thread than
> the main thread for reasons like this:
>
> while encounter_Living("DemoEncounter") > 0 do
> -- Do something while the encounter is alive --
> end
> ui_Print("Encounter Killed");
I don't see what makes this require a separate thread rather than a
coroutine. It would not appear that there are _asynchronous_ events
changing something from living to dead, so it should be perfectly fine
to let the killing routine be responsible for waking the above loop.
> Currently all I have been able to do is have an update function called
> after every frame is rendered but and waiting would cause the game to
> lock up. Is there any way to run the Lua interpreter as a separate
> thread from the main thread for Windows and Unix?
Not clear yet why you would want to do that.
--
David Kastrup