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As Dolfi kept his example simple there isn't much state in the characters (firing and
firing_counter in enemy).  But in a real game there is a lot of state and complicated timing.
Implementation and interaction of state machines is what I've always found frustrating about
program design as opposed to hardware design, where everything is running in parallel.

I haven't had experience with coroutines yet, but they promise to be a nice way to implement
state machines and complicating timings without resorting to real threads.

Looking forward to giving them a try in Lua...


----- Original Message -----
From: "Adolf Mathias" <>
To: "Multiple recipients of list" <>
Sent: Monday, January 15, 2001 6:47 PM
Subject: Re: Embedding LUA/Multithread

> I assume that script designers write scripts that direct the behavior of
> game characters. But doesn't multithreading make the issue of
> communication between the actors much more difficult than necessary?
> Also, who guarantees you that each character handler thread gets invoked
> once per video frame? I would suggest the following approach: each
> character has (at least) an update and a draw routine, e.g.
> (please forgive the militaristic example)
> ...