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xhr17

Member Since 08 Oct 2012
Offline Last Active Dec 01 2012 01:08 PM

#5000978 Ideas for Lua integration in a game engine.

Posted by xhr17 on 14 November 2012 - 12:44 PM

So basically I would write functions into the C++ classes (components) and just make lua bindings for them then call them in lua? that sounds.... genius.


That is exactly what I do in my game engine. Once the engine is compiled, you can use Lua to create everything in game without ever having to recompile again. Menus, Logic, AI, serialization, synchronization, everything.

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Here is a link to my engine's source in case you want to check it out :

http://sourceforge.net/projects/xenosengine/

Here is the engine compiled, with a game.

http://www.indiedb.com/games/dungeon-tactics


#4999362 Best Way to Develop a Squad-Based Tactics Game

Posted by xhr17 on 09 November 2012 - 11:41 AM

I made an Open Source squad baseed RPG a few months ago. It is hybrid 2d sprites in a 3d world but can easily support full 3d models in almost any common format. All game logic is written in well commented Lua files, running on a custom Flash-like 3d engine I wrote a few years ago. The game itself is loosly based on tabletop skirmish games like warhammer and d&d miniatures. And like warhammer and d&d miniatures the rules can be easily adapeded to sci-fi settings, like warhammer 40k or starwars miniatures.

In any case, feel free to check it out. It is open source, so you can fork it to use as a starting point for your own project, or you can just poke around inside looking at all the files to get some ideas about how to solve the problem.

http://www.indiedb.c...dungeon-tactics

A lot of the tequniques I used to develop Dungeon Tactics I learned from roguelikedevelopment.org. it is a goldmine for oldschool RPG programming guides.

http://roguebasin.ro...?title=Articles


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