Search found 69 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
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.
- 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...
- 21 Nov 2020, 16:49
- Forum: General Development
- Topic: Lua scripting in OpenMW
- Replies: 137
- Views: 112725
Re: Lua scripting in OpenMW
Lua scripting examples: https://gitlab.com/-/snippets/2041757
- 20 Nov 2020, 01:25
- Forum: General Development
- Topic: Lua scripting in OpenMW
- Replies: 137
- Views: 112725
- 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...