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Stories recently tagged with 'Scripting'
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published 2 months, 5 days ago, submitted by
AirBasher
2 months, 5 days ago
airbash.com — Short steps to setup OOLua for Visual Studio 2008 and sample code showing simple examples of OOLua usage. read more...
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category: Scripting | Views: 74
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submitted by
Liam
3 months, 7 days ago
code.google.com — Release early, release often!
OOLua has had some core updates since the last release and now ... well lets us someone else's words "OOLua is very fast! :) ". See for yourself on the speed comparison page http://code.google.com/p/oolua/wiki/Speed_comparisons
Note: Download is listed as 1.2.1 due to a bug in the package script for 1.2.0.
http://code.google.com/p/oolua/downloads/list read more...
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category: Scripting | Views: 8
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Scripting | tag it
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published 3 months, 10 days ago, submitted by
Liam
3 months, 19 days ago
code.google.com —
OOLua has recently moved hosts to google code and now comes under a less restrictive licence.
OOLua is a test driven, cross platform, non intrusive code generator framework for binding C++ and Lua code released under the MIT licence. The framework requires no external dependencies, dynamic_casts or RTTI.
The binding is done via macros which generate proxy functions which internally use templates for type safety.
On the project site there is a small cheat sheet yet all usage of the framework can be seen from the Unit Tests. read more...
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category: Scripting | Views: 79
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published 10 months, 24 days ago, submitted by
hermantulleken
10 months, 24 days ago
code-spot.co.za — This post gives some ideas for using Cellular Automata in games, and how to implement them. Typical implementation issues are discussed, as well as optimising autamata for real-time simulation. There are also techniques for visualising cellular automata to make simple automata more impressive. read more...
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category: Scripting | Views: 54
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Scripting | tag it
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published 1 year, 2 months ago, submitted by
ElementCy
1 year, 2 months ago
gamedev.net — ToLua is a sort of API/code generator that binds Lua to C code and functions by using a pkg file, a declaration file in which you simply transplant the public members, member functions, and non-member functions of the construct/routine you wish to call in Lua. ToLua++ (the focus of this article) takes this a step further and binds C++ constructs and functions to Lua. It will allow you to use your game engine classes in Lua as native types, and allow you to shunt data between C++ and Lua through the Lua stack while retaining the data structure. The possibilities are endless; you could create objects in Lua using the scripts as initializers, you could expose your object management class and control it from scripts, or you could expose your entire game engine, handling every detail from Lua. ToLua++ is relatively easy to setup, even if the documentation is somewhat lacking. read more...
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category: Scripting | Views: 79
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ToLua++, Scripting | tag it
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published 1 year, 3 months ago, submitted by
ElementCy
1 year, 3 months ago
3dgamestudio.com — Atari lite-C version 1.5, the game development language by Conitec and Atari, was released last week. The lite-C package contains an all-in-the-box game development system, with a 3D model and terrain editor, script editor, compiler, debugger, the A7 game engine, a physics engine, and a tutorial with 24 easy workshops. Atari lite-C version 1.5 is free for noncommercial purposes and available for download. read more...
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category: Scripting | Views: 66
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Scripting | tag it
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published 1 year, 5 months ago, submitted by
ElementCy
1 year, 5 months ago
cameronalbert.com — Cameron has writen a quick MUD type demo game that utilizes C# and IronPython on the server and uses Silverlight 2 as the user interface. read more...
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category: Scripting | Views: 53
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published 1 year, 9 months ago, submitted by
ElementCy
1 year, 9 months ago
isotx.com — Give players choices. Difficult choices. Make those choices have consequences.
And above all….
Have fun. Enjoy the game you are creating. If you don’t, nobody else will either. read more...
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category: Scripting | Views: 11
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published 1 year, 11 months ago, submitted by
ElementCy
1 year, 11 months ago
voyagegames.com — A few years ago, Devan came across an excellent article, written by Martin Echenique and hosted on GameDev.net. It discusses integrating Lua scripting into .NET projects by assigning custom attributes. Using reflection, these custom attributes can be examined at run-time, allowing Lua functions to be loaded into the virtual machine dynamically.
Devan has taken Matin's project and modified it somewhat. First, he has added the capability to sub-class Lua packages, allowing packages to contain other packages. read more...
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category: Scripting | Views: 64
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tags:
Scripting, Lua | tag it
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