• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
JoshKlint_34394

Code stepping in Lua

2 posts in this topic

[size=4][color=#000000][font=Helvetica]I am looking for a way to call my own C++ function automatically at the end of each line in a Lua script. The Lua SetHook function seems to do this:[/font][/color]
[color=#000000][font=Helvetica][url="http://pgl.yoyo.org/luai/i/lua_sethook"]http://pgl.yoyo.org/luai/i/lua_sethook[/url][/font][/color]

[color=#000000][font=Helvetica]However, the LUA_MASKLINE function description has one giant caveat in its description:[/font][/color]
[color=#000000][font=Helvetica][i]This event only happens while Lua is executing a Lua function.[/i][/font][/color]

[color=#000000][font=Helvetica]I am not sure what this means, but the hook doesn't seem to get called in the manner I expect. If I had a script like below, I would expect the hook to be called after executing each line:[/font][/color]
[color=#000000][font=Helvetica]local a = 1 --hook executed![/font][/color]
[color=#000000][font=Helvetica]local b = a + 1 --hook executed![/font][/color]
[color=#000000][font=Helvetica]b = b + 2 --hook executed![/font][/color]

[color=#000000][font=Helvetica]Is the functionality I want supported in Lua? Thanks.[/font][/color][/size]
0

Share this post


Link to post
Share on other sites
I'm no Lua expert, and this might have bad performance issues, but why not load your lua script like you'd load a normal text file, break it up into lines, and execute each line with [url="http://www.lua.org/manual/5.2/manual.html#luaL_dostring"]luaL_dostring[/url]. Inbetween each luaL_dostring() call, you can run whatever C++ code you like. You could wrap the entire thing in a function taking a callback, if that's what you want. ([i]MyLuaDoFile(scriptFile, myCallback()[/i]).

For optimization, if you routinely run the same lua script, you might want to pre-load and pre-compile the script portions using [i]luaL_loadstring[/i] (I'm guessing - I've never done it before), to reduce the overhead of parsing the data before running it.
0

Share this post


Link to post
Share on other sites
At work we use [url="http://luaforge.net/projects/tilde/"]Tilde[/url], which does use these hooks to implement its line-by-line debugger, so yeah it should be possible for you to receive a callback for each line of code the VM runs.
[quote name='Josh Klint' timestamp='1330392940' post='4917247']However, the LUA_MASKLINE function description has one giant caveat in its description:
This event only happens while Lua is executing a Lua function.[/quote][quote][b]The line hook[/b]: is called when the interpreter is about to start the execution of a new line of code, or when it jumps back in the code (even to the same line). (This event only happens while Lua is executing a Lua function.)[/quote]To me, that caveat sounds like it's implying that when Lua calls into a C function, no callbacks will be triggered, but when it returns from the C function, it will.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0