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LUA + PocketPC

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VisualLR

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I wonder if using LUA is feasible on the PocketPC... does anyone know the memory footprint of LUA? I don't know what I'd use it for.. yet, but perhaps it could allow me to make a pretty good game framework that allows me to code all the game using LUA, then I wouldn't have to compile, and upload a new executable each time, just a smallish text file and run it...

of course I'd lose some debugging abilities, but if the framework is stable enough, I could have a small script validation run on the PC that will look for syntax errors and such to prep the script for download to the PPC...

Just a thought, I may give it a shot, but after I'm done with the more important stuff.
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Yeah, lua on PocketPc will work. I've never tried it, (I don't have a PocketPc...), but I do remember that John Romero's HyperSpace Delivery Boy was scripted heavily using lua, and that it was released on PocketPc as well as x86.

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There was a Lua shell that worked on the PSP; so I would assume it would be fine on a PocketPC even with a game engine attached.

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Hey, sorry for not getting back to you earlier. I tried out the test and it ran steadily at ~70FPS. Very nice engine that's growing into. How does it look when programming it?

As for scripting on the PPC, if you're using .NET, I think the CodeDom namespace exists in the .NET compact framework so you could use that. But of course, that means that your client machines will need the .NET Framework installed.

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<quote>
Hey, sorry for not getting back to you earlier. I tried out the test and it ran steadily at ~70FPS. Very nice engine that's growing into. How does it look when programming it?

As for scripting on the PPC, if you're using .NET, I think the CodeDom namespace exists in the .NET compact framework so you could use that. But of course, that means that your client machines will need the .NET Framework installed.
</quote>

Thanks for trying it out =) I'm currently programming it all in C++ using MS Embedded Visual Tools 3.0, so no .Net at the moment, particularily because I'm working on what will be the min-spec for the game, so the engine is being written to push the little PPC to its limits. It's really cool, it reminds me of the old DOS days.

Debugging is a little painful because it's very slow, it takes a second or two to step into or over each line, so it's a bit of a pain sometimes, but it's pretty cool when you hit F5 that the IDE downloads the EXE into the PPC and executes it and it works, hehe

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