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Pink Horror

Member Since 02 Jul 2013
Offline Last Active Yesterday, 07:41 PM

Posts I've Made

In Topic: Wrapper Function for lua_register?

25 May 2016 - 11:25 PM

Certainly true, but it is usually distributed and often used as a dynamic library.

Sure, if you link it statically as part of your customized build, a lot of things go (same goes for a lot of other projects), but not right out of the box (teaching Lua to deal with member function pointers feels like a decidedly non-trivial change and still leaves the whole 'who deals with this and lifetime and ownership?'-issue floating around). And any change you do there could become very annoying when you need to upgrade to a new Lua version. I would not do that myself, least of all advise someone markedly newer to try it.

Also, "capable of building in C++" sounds a bit grander in my mind than it really is. It has a very basic support to avoid C++ name mangling and some macro hackery to switch between exceptions and setjmp/longjmp.

There is a lot of "you could of course also..." in that whole area but considering the OP was confused by the member function/free function issue already I did not consider it useful to open those can of worms. They are best left for after you gained a few skill points.

The macro to use exceptions is what allows you to do things like actually use a C++ class in code that is meant to be called from Lua, allowing you do do things like check for valid input and throw Lua errors while still cleaning up your stack. It might seem small, but it's the difference between able to safely write normal C++ style code or being stuck writing C style code with Lua. Your whole point was that you cannot interface between the two. That "macro hackery" is there to be able to do it.

When I downloaded Lua myself, I just threw the code in a static library and built it. I wasn't even really aware of what else I should try. It's probably more common than you think that other people did the same thing.

"Lua is written in C and thus cannot interact interact with C++" - You seem capable enough to be able to come up with plenty of examples of things written in C that interact with other things written in C++, so this is clearly false. I could name a bunch of stuff statically linked together, and then get into dynamic linking, and then what about inter-process communication? Distributed applications? The Internet? Interact is a broad term. I actually don't think I've ever worked on anything substantial that was pure C or pure C++. Everything has had some of both.

Yes, you wouldn't hand a member function pointer to Lua, because in general, in C++, a member function pointer is a worthless thing to pass around, because it's too specific. The type of the class is part of its type. It doesn't matter whether Lua is pure C or if it was an idiomatic C++ object-oriented-designed interpreter, it still almost certainly wouldn't have an interface to use with your member function pointer. Saying the reason it cannot do it is because it's C is misleading and wrong.

I still agree that the OP does appear to be ready to tackle writing a language binding at this time. However, someone else might be reading this.


In Topic: Wrapper Function for lua_register?

23 May 2016 - 07:04 PM

Lua is written in C and thus cannot interact interact with C++ (there is no well-defined C++ ABI and as such 'calling a member function' is an unsolvable problem because different C++ compilers have very different idea what exactly that means and how to do that).

Lua is written to be capable of building in C or C++, and it is distributed as source code, so it doesn't need a well-defined ABI to interact with other C++ code. You can build it to match however you're building the rest of your code.


In Topic: Confused About Frames Per Second

22 May 2016 - 03:44 PM

I am confused however because it typically ends up being > 1000 fps. If it drops below 400, I start to notice a lag. If it were to run at 60 fps it would be cripplingly slow. But 60 fps is what most games run at, isn't it? That is my understanding anyway. Why are the numbers I'm seeing not matching up with my understanding? Is this method incorrect?

It's your own code. You should be able to describe what is happening better than "lag". You should be able to see in your code what is happening.

I didn't see an answer to this question: (Please excuse me if I missed it.)

 

1.  I assume your objects all are moving based on the deltaTime?!  If not, you will need to make that change because if not, things will move at different speeds on different computers.

To be clear, where in your code do you determine how far something should move in one frame? Does the time factor into it? You're almost certainly doing it wrong, if frame rate breaks your game in any way other than how it looks.


In Topic: Is this possible? Requesting advice.

22 May 2016 - 10:38 AM

Not all of the MMORTS games on the Wikipedia list of MMORTS games are browser-based or mobile games.

https://en.wikipedia.org/wiki/List_of_massively_multiplayer_online_real-time_strategy_games

And that's not a complete list. I vaguely remember games like this coming out a few per year for around the last ten years. I didn't notice Kingdom Wars on the list:

http://store.steampowered.com/app/227180/

If you cannot think of any games that fit your criteria, that just shows how difficult it will be to make a successful game in this genre. People have had this idea basically ever since RTS games and MMO games existed.


In Topic: Introducing Stanza: A New Optionally-Typed General Purpose Programming Langua...

19 May 2016 - 06:50 PM

That tab thing gives me an idea. If I ever make a language, you'll be forced to have whitespace around any binary operators. No more "a+b" in my language. The inherent productivity will be huge.

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