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Developer / Technical / A question for those of you who use Lua...
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on: September 21, 2010, 09:20:12 AM
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Hey Tigsource, long time no see. I'm starting a PhD in improving scripting language implementation this year, and I'm deciding the plausibility of focusing efforts on Lua. As many of you are no doubt aware, Lua is heavily used in games ( http://en.wikipedia.org/wiki/Category:Lua-scripted_video_games - Oh look! Aquaria! Eufloria! Cortex Command! ), where the engine is written in C/C++, and a Lua interpreter is embedded in the engine to facilitate the scripting of AI, description of game data, etc. Now, my own suspicions are that, despite Lua's interpreted nature, and therefore slow performance in comparison to C/C++, it isn't a bottleneck in the performance of games. I'd wager that the graphical demands of some games are a bigger concern, and therefore improving the performance of Lua isn't going to do much to game performance as a whole. This is also primarily based on an assumption that people are still doing number-crunching in C/C++ (for instance A* path finding), and leaving Lua to less demanding tasks, like merely saying "when bell_state = ringing, walk to door, open". What I've come to you guys for is mainly your own thoughts and, primarily, experiences in the matter. What do you use Lua for in your games? Have you ever found it to be a drain on how fast your game runs? Would you start to offload more demanding tasks to Lua if it ran like a beast, since Lua is obviously much easier to write in than C/C++ for most people? Also: which implementation of Lua do you primarily use? Luabind? The official lua release? Has anyone tried using LuaJIT with their game engine? Cheers guys, any feedback would be much appreciated.
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Player / General / Re: Torchlight - shameless Diablo ripoff by Diablo devs
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on: November 03, 2009, 07:31:11 PM
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Playing as a Vanquisher//Arbiter with traps is certainly a lot of fun, and reduces RSI! Throwing down multiple Flechette Traps and running away while your enemies are machine-gunned down mercilessly is awesome.
The only issue I have is with the loading times between levels. Am I the only one waiting at least 20 seconds for every loading screen, or is my PC just on its way out? I think I heard something about the devs addressing this in a patch.
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Developer / Playtesting / Re: hell is other people
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on: September 29, 2009, 01:28:19 AM
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It'd be useful if people could report the names of any "rogue" ships. Hey v21, you should build 'mark this ship as busted' functionality into the game, and it could flag that one for removal. Then you can check for yourself if it's actually a bad ship or not. Sad to see that my annoying-as-hell music was taken out.  Good luck with licensing your new music!
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Player / General / Re: OS Wars
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on: September 10, 2009, 03:30:36 AM
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Whatever operating system the universe runs on. It hasn't crashed so far, and it's never needed a security patch.
Well, at least one that required a reboot, anyway! I also pretended my desk was a computer desktop when I was in primary school. I was a painful nerd back then.
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Player / General / Re: The First-Person Immersion Myth
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on: September 07, 2009, 02:46:24 AM
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One barrier to immersion I've started to see in FPS games is the way in which objects have started to get in your way, and the poor feedback which is associated with it. This has just started happening to me in Half-Life 2, where I'm trying to fight enemies, and suddenly I start moving really slowly. I can't feel what's slowing me down, so I have to look down and work out how to actually get out of the maze of crates which have been littered around my feet. This is probably a lame rant, but in older games boxes were anchored to the floor, so you knew exactly where boxes were: you stopped moving. Now they just put up some weak resistance, coupled with a horrible scraping sound and the sudden feeling of walking through knee-deep mud. This probably isn't something which is easily solvable with current technology, but can't Freeman at least kick the littler boxes out of the road for you?
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Community / Adult/Educational Compo / Re: Zoo Babies [Finished]
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on: August 10, 2009, 05:44:43 PM
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I'm known as jimmykane on here, not rubzo, sorry to be confusing, adam a.  I think adam a has pretty much said what our intentions with the game were. The majority (that is, art assets, music, puzzles, levels, sounds) of the final demo was produced in the last week, and we didn't have time to produce the kinds of puzzles we wanted, hence the hastily knocked together random puzzle generator to use in this demo of the first puzzle that would be in a longer game... Theta: glad you enjoyed the music.
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Player / General / Re: your most nostalgic game...
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on: June 26, 2009, 11:28:50 AM
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I think most games I feel nostalgic for were those games I played to death as a child, despite owning only a shareware/demo version. One such game is Inner Space: http://www.sdispace.com/inspace.htmFlying through your filesystem and collecting icons as resources, making and breaking alliances with a plethora of teams? Awesome weapons? Billions of ships to choose from? A bizarre justice system? Yes please!  Math Rescue and Word Rescue by Apogee were also amazing.
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Player / General / Re: TIGSTWG XV - A Subtle Madness [Day 3]
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on: June 25, 2009, 12:26:50 AM
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Lordy! Xenocisms, come out! But guise will be my vote of the day, even though Bood_war has something against little old me!
To those of you who think I'm quiet, you try being cursed with these misshapen meat-sacks and having to live with them everyday, facing all the jeers and taunts! You've no idea what it's like! My life is a living hell, and I've no idea what I've done to deserve it! Why can't someone just love me for who I am, on the inside? *runs off crying*
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