Working on ZeroFps today. Fixed LuaW so we can export C++ classes with inheritance so now we can export our graphical user interface elements is a little more simple. I also did some mockup levels to try new functions in the engine and then I made a movie of it all so you can see where we are right now. Please ignore the huge amount of programmers art
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Archive for the ‘Lua’ Category
Daily Hax0r 1
Wednesday, January 28th, 2009Notepad++
Saturday, January 17th, 2009I found a very nice program for editing text, Notepad++ that supports a number of syntax highlights for different programming languages. No more eclipse for me
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Don’t forget to call back
Thursday, January 15th, 2009Some progress on the scripting system of the engine so the script properties now work again. Next step for me is to make the ZeroFps engines graphical user interface work with script. It will be like the system used in World of Warcraft where most of the graphical user interface seems to be run from Lua. First I need to expand LuaW with a working callback system so we can register Lua functions to be called from the ZeroFps engine in response to events from the graphical user interface, like when the player click a icon. Then I will then write a mockup user interface to see if the basic idea of it works.
LuaW is the part of the engine that right now has the best chance of driving me insane so I save it for the next post to expand on what it does and why the devil is in the code.
And now to try some youtube in this blog here is a video from our old Mistlands project
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Scenes, Entitys and Propertys
Sunday, December 14th, 2008Coding on ZeroFps and playing more X-Com. Well mostly X-Com as I was in pain mode over the weekend and spend most time in horizontal mode with my slaptop. Between throwing grenades towards aliens and screaming and my screen when they throw grenades back I been focusing on the script system for ZeroFps. In short the engine contains one or more scenes, each scene contain many objects that are called entity’s, each entity is made up of zero or more components that are called propertys in ZeroFps and these property’s can then be written in C++ or script like Lua. Then the ZeroFps engine itself is made up SubSystems (render, input,…) and systems can also be written in script such as debug rendering and the Alcestis map system. All this work somewhat well but the interface between the parts are smooth and effective as chainsaws right now so thats what I’m working on improving. I did a new design for how it should work this weekend and when it was done and epic and I started to code it in and then i noticed the only epic part about it was its level of fail. Time to rethink a little more
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ZeroFps
Thursday, June 12th, 2008The engine we use for Alcestis is called ZeroFps and we been coding on it from time to time for fun and to learn new things. It uses OpenGl for graphic as it has to run both on Linux and Windows and each new version of the graphic drivers from ATI/Nvidia gives Dvoid ( one of the other coders on the team ) oceans of joy
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Right now I have added a XML interface to Lua, the scripting language we use. The engine uses TinyXml to read XML files and with the glue code I have written we can now open handle the XML files from Lua when we like to. But first, some more thief
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Lua Vs C++
Tuesday, July 31st, 2007Been coding Lua for so long that i almost have problems returning to . I always forget the damn ; on each line and when i return to lua i put ; everywere so the game throws up on me. Still lua is nice and i will focus my knowledge in the future on for engine coding and Lua for gameplay, now i only need to make a lua smiley also .