Lua is a powerful, fast, lightweight, embeddable scripting language. Lua is widely used as a scripting language by game programmers, perhaps owing to how easy it is to embed, its fast execution, and its short learning curve.

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Binding globals to lua editors

Is it possible in any existing IDE for Lua to somehow define globals, modules etc. that my potential application would bind to lua_State? It'd be neat to see code completion feature that works with ...
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23 views

Lua 2D Table Initlization Efficience

I want to implement a grid table include row, column like this: GridTable = { [row] = { [column] = { location = {x,y} }} } Set the row = 200, column = 200, to initlize the talbe in the for loop ...
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2answers
130 views

Store voxel type data in XML or Java classes?

So, I want it to be very easy to create all the entities of my game and for other people to come in and do the same. I was thinking I could just let the users/myself create an XML sheet the stores all ...
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1answer
174 views

How to transfer a luabind::object between two lua states

I store an object by a function call from Lua to C++ in first script in my application and after that I'll try to pass that object to other scripts and vice versa. A part of script class in C++: ...
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267 views

How to keep Lua bindings from cluttering up C++ code? [closed]

I'm writing a game engine that uses C++ and Lua (and Luabind). Currently, I'm writing all the bindings inside the constructor of the class being binded. I really don't like this because it's ...
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2answers
96 views

corona sdk scale images

How to scale images to full screen on all devices, i want to use % The method I've seen so far is to define pixels image_variable_name = display.newImage( "testimage.jpg", 100, 300 ) I want to do ...
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1answer
43 views

Starter love2d physics program not working

I am starting out with my first love2d (using LöVE 0.8) physics program. I am just creating some ground/floor, a car body and attaching two wheels with revolute joints and setting the motors a-go. ...
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2answers
250 views

How to bind std::map to Lua with LuaBind

Is this possible in lua to achieve? player.scripts["movement"].properties["stat"] = "stand" print (player.scripts["movement"].properties["stat"]) I've done getter method in c++ with this approach: ...
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1answer
620 views

2D and 3D Perlin Noise Terrain Generation

I'm using 2d perlin noise to generate a heightmap and then adding 3d perlin noise to the heightmap to create overhangs and ridges. But it's not turning out like I would like it to. There are too many ...
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1answer
114 views

Scripting a sophisticated RTS AI with Lua

I'm planning to develop a somewhat sophisticated RTS AI (eg see BWAPI). have experience programming, but none in game development, so it seems easiest to start by scripting the AI of an existing game ...
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1answer
151 views

how to link a c++ object to a local variable in Lua

I'm completing my scripting interface with Lua, but recently I've stuck at some point. I have several functions for my Entitiy events like Update(). I have a function called create_entitiy() which ...
2
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1answer
78 views

How does one update the physical state of an object after scaling it in Corona?

I am new to Corona and Lua. I have the following question: I have an object cake with these physics parameters (doesn't really matters): ["cake1"] = { { ...
2
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1answer
345 views

why lua is so important ( frequently used ) in game development [duplicate]

I wrote some small games for fun myself, and never used LUA myself. but I can see people discussing lua used in games everywhere. I don't know what benefit I can get from using LUA in game ...
2
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1answer
189 views

Game Development AI, NPC & Entities Definition using Scripting Languages

i am developing a Multiplayer(actually MMORPG) architecture for learning purpose. I do have some game developement background, but all my engines were very rigid and completly developed for the game ...
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89 views

Tile-Based Platformer Infinite Terrain Generation [duplicate]

I'm using the LÖVE game engine (which uses Lua). My terrain generation works good. But I'm planning to make the terrain generate as the player walks so that the terrain will be infinite size. I'm ...

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