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It's a mix of PHP and Lua. Most of the web front end is still PHP. A
good portion of the back end is Lua.

On Tue, Jul 12, 2011 at 2:37 AM, David Hollander <dhllndr@gmail.com> wrote:
> Is any of the Maoi Cloud site itself written in Lua?
> Registration appears to be a PHP page
>
> On Mon, Jul 11, 2011 at 4:35 PM, Patrick Meehan <patrick@ziplinegames.com>
> wrote:
>>
>> There's a Windows host. Mac and Linux, too. In fact a lot of our
>> designers here like to prototype in Windows and then proof on device.
>> There's also a very cool contributor project called Akuma that aims to
>> provide a more comprehensive host with device simulator features and
>> debugging.
>>
>> Would be cool to see what you do with the platform, given your
>> experience implementing similar technologies.
>>
>> On Mon, Jul 11, 2011 at 12:49 PM, Tim Mensch <tim-lua-l@bitgems.com>
>> wrote:
>> > If only this had existed a year ago, I wouldn't have spent much of the
>> > last year implementing it all myself. :/
>> >
>> > As cool as Mongrel/Mir are, I decided to go with the Nginx/ngx_lua
>> > approach, though. Still not done with the client networking code, but I
>> > don't need to do much at this point, since I'm just handling virtual
>> > currency transactions and not doing real-time multiplayer.
>> >
>> > The game engine also looks good, and when I get some free time I'll have
>> > to check it out; if it's good enough I may try to marry it to the parts
>> > that I like from my engine for my next game, which will have more
>> > multiplayer communication needs. My current game [1] was written about
>> > 95% in Lua, but is pretty much done and stable at this point.
>> >
>> > On further reflection, though, a lack of a Windows version (or other
>> > desktop version) would be a pain. I specifically ported my library to
>> > Windows to make development easier, faster, and generally better.
>> > Especially with Lua development it's awesome to be able to go in and
>> > edit a file and immediately reload it in the game without having to jump
>> > through hoops to get a new build on the device. So you might want to
>> > consider that port just as a development feature, even if no one
>> > actually ever sells a Windows version of their game.
>> >
>> > Tim
>> >
>> > [1] https://market.android.com/details?id=com.quickcharge.hamster.free
>> >
>> > On 7/10/2011 3:28 PM, Patrick Meehan wrote:
>> >> We just launched an open beta of Moai Cloud, a free to use platform
>> >> for deploying Lua scripts as RESTful web services. It runs on AWS and
>> >> is powered by a Mongrel2, 0MQ, MongoDB stack. The project is still in
>> >> its infancy, but please check it out if you're interested:
>> >> www.getmoai.com.
>> >>
>> >> There's also Moai SDK, an open source C++/Lua based game engine. It
>> >> isn't required for using the cloud service, but if mobile game
>> >> development is your thing you may want to check it out too. You can
>> >> download cross-platform binaries for Windows, OSX, iOS and Android
>> >> from getmoai.com. The source tree is at
>> >> https://github.com/moai/moai-beta. There's a contributed Linux build
>> >> and 64-bit compatibility patch that we'll be folding into the main
>> >> project soon. The SDK is released under the CPAL license.
>> >> Contributions and feedback are always welcome. :)
>> >>
>> >> Cheers,
>> >> Patrick
>> >>
>> >
>> >
>> >
>>
>
>