Thatcher Ulrich

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Changed: 5c5
I embedded Lua 3.2 to use for simple configuration and a couple scripts, in the game Soul Ride [1]. The use of Lua and scripting in general was pretty minor in that project though.
I'm one of the developers of LuaCheia, which has taken the basic approach of LuaBinaryModules and vastly extended and refined it, into a complete full-featured Lua distribution with the stock Lua 5.0 interpreter at its core. LuaCheia includes (among many other things) a working, maintained version of the SDL binding by AskoKauppi.

Changed: 7c7
I'm experimenting with Lua (among other things) in my game-engine testbed project [1].
I've proposed a standard for binary modules (really just repackaging some work of Ignacio Castan~o), see LuaBinaryModules.

Changed: 9c9
There's a Lua SDL binding and example game in that project; see the files section for a download.
I'm interested in incremental GC for Lua. I have a half-written prototype based on Lua 4.0. Fortunately the Lua authors are working on an incremental generational GC for Lua 5.1, so I don't have to.

Changed: 11c11
I made a patch for Lua 4.0 to implement cooperative multitasking/latent functions, by providing a "yield()" function that exits from a script and allows it to be resumed later. The patch is on the LuaPowerPatches page.
I made a patch for Lua 4.0 to implement cooperative multitasking/latent functions, by providing a "yield()" function that exits from a script and allows it to be resumed later. The patch is on the LuaPowerPatches page. (Lua 5.0 includes a better version of this; see "coroutines".)

Changed: 13c13
I'm interested in incremental GC for Lua. I have a half-written prototype based on Lua 4.0.
I'm experimenting with Lua (among other things) in my game-engine testbed project [1].

Changed: 15c15
I've proposed a standard for binary modules (really just repackaging some work of Ignacio Castan~o), see LuaBinaryModules.
I embedded Lua 3.2 to use for simple configuration and a couple scripts, in the game Soul Ride [1]. The use of Lua and scripting in general was pretty minor in that project, although it's getting used more and more for maintenance features, like localization.

Reach me at mailto:tu@tulrich.com

My home page is http://tulrich.com

I'm one of the developers of LuaCheia, which has taken the basic approach of LuaBinaryModules and vastly extended and refined it, into a complete full-featured Lua distribution with the stock Lua 5.0 interpreter at its core. LuaCheia includes (among many other things) a working, maintained version of the SDL binding by AskoKauppi.

I've proposed a standard for binary modules (really just repackaging some work of Ignacio Castan~o), see LuaBinaryModules.

I'm interested in incremental GC for Lua. I have a half-written prototype based on Lua 4.0. Fortunately the Lua authors are working on an incremental generational GC for Lua 5.1, so I don't have to.

I made a patch for Lua 4.0 to implement cooperative multitasking/latent functions, by providing a "yield()" function that exits from a script and allows it to be resumed later. The patch is on the LuaPowerPatches page. (Lua 5.0 includes a better version of this; see "coroutines".)

I'm experimenting with Lua (among other things) in my game-engine testbed project [1].

I embedded Lua 3.2 to use for simple configuration and a couple scripts, in the game Soul Ride [2]. The use of Lua and scripting in general was pretty minor in that project, although it's getting used more and more for maintenance features, like localization.


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Last edited December 23, 2003 5:29 am GMT (diff)