Search found 69 matches

by ptmikheev
04 Apr 2021, 02:15
Forum: General Development
Topic: Lua scripting in OpenMW
Replies: 137
Views: 112725

Re: Lua scripting in OpenMW

I don't really see why it's fine to run MWScript before the cull traversal, but Lua needs to be done in parallel and then applied to the frame after. Lua should be faster than MWScript. Also, as the rendering guy, that's when I want the entire CPU available to me and no one else so I don't get othe...
by ptmikheev
04 Apr 2021, 01:14
Forum: General Development
Topic: Lua API for GUI
Replies: 30
Views: 25696

Re: Lua API for GUI

Let's add some details to this topic :) For performance reasons Lua scripts work in parallel with OSG Cull. In a simplified form the game loop looks this way: while (true) { updateAll(); // mechanics, physics, input, etc DO_IN_PARALLEL( mViewer->renderingTraversals(), // OSG Cull mLuaManager->update...
by ptmikheev
16 Mar 2021, 02:16
Forum: General Development
Topic: Lua scripting in OpenMW
Replies: 137
Views: 112725

Re: Lua scripting in OpenMW

List of things that should be done next: Saving/Loading scripts state (it will affect saves format). Get a list of global scripts to run from omwgame/omwaddon (currently "test.lua" is hardcoded). Data files format will not change - I am going to reuse the same way how MWScript stores list...
by ptmikheev
10 Mar 2021, 09:19
Forum: General Development
Topic: Deno/Javascript scripting in OpenMW
Replies: 8
Views: 7269

Re: Deno/Javascript scripting in OpenMW

See Javascript vs Lua comparison . While JS is obviously better for web design and is more popular in general, Lua definitely wins in the category "scripting languages for game development". I'm not sure what you mean by versioning issue. If I recall, the pain was getting different Lua cod...
by ptmikheev
30 Dec 2020, 01:44
Forum: General Development
Topic: Lua scripting in OpenMW
Replies: 137
Views: 112725

Re: Lua scripting in OpenMW

Let's first define the terminology. There are 4 separate things: 1) Engine API - Lua code calls C++ functions. 2) Engine handlers -- C++ code calls Lua functions. 3) Events -- Lua to Lua communication. One script sends, another script receives with a delay. 4) Interfaces (not implemented yet) -- Lua...
by ptmikheev
29 Dec 2020, 04:47
Forum: General Development
Topic: Lua scripting in OpenMW
Replies: 137
Views: 112725

Re: Lua scripting in OpenMW

Thanks a lot!

These headers, lib51.lib, and lib51.dll are exactly what was needed.
*.lua files are not necessary, I don't know what they are needed for.

Now I have some compilation errors due to differences in compilers, I'll will investigate it tomorrow.
by ptmikheev
29 Dec 2020, 00:37
Forum: General Development
Topic: Lua scripting in OpenMW
Replies: 137
Views: 112725

Re: Lua scripting in OpenMW

Progress report A month ago I turned from discussions about Lua to the actual coding. Now it is time to talk about the progress. Most of the main concepts (sandboxing, global/local/player scripts, handlers, events) are already implemented. I think I've managed to build a clean and flexible basis th...
by ptmikheev
21 Nov 2020, 16:49
Forum: General Development
Topic: Lua scripting in OpenMW
Replies: 137
Views: 112725

Re: Lua scripting in OpenMW

by ptmikheev
20 Nov 2020, 01:25
Forum: General Development
Topic: Lua scripting in OpenMW
Replies: 137
Views: 112725

Re: Lua scripting in OpenMW

cc9cii wrote: 16 Nov 2020, 06:18 EDIT: would you have an example of a global script?
Sorry for delay with the answer. Still thinking how the API should look like. On the weekend I'll write an example with both local and global scripts.
by ptmikheev
16 Nov 2020, 03:12
Forum: General Development
Topic: Lua scripting in OpenMW
Replies: 137
Views: 112725

Re: Lua scripting in OpenMW

I'm intrigued by this - would you mind adding some commentary on each bullet point to explain the thought behind them? Is this geared towards multiplayer setup? My aim is to develop a universal scripting system that will be convenient for both singleplayer and multiplayer. Also it should allow to d...