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Posts posted by Gabriel
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I use LuaJIT-1.1.6
You can just include the source files into your C++ project.
I do not understand, you have only included the *. c and h * in your project?
you must generate Lu51.dll and Lu51.lib to include in the project, otherwise I do not see how linking'll be able to find references?
I compiled LuaJit in a separate project. For those who would try without success. It is essential to add to the compilation directive the two following define: LUA_BUILD_AS_DLL and LUA_LIB in the definition of the preprocessor section.
I have lua51.dll Lua51.lib and after compilation. I have include in my project.
I tried the following code but it does not work?
luaL_loadfile ((* lua_State) GetLuaState (), "toto.lua"); lua_pcall ((* lua_State) GetLuaState (), 0, LUA_MULTRET, 0);
And in my toto.lua
Notify("Greate it work");
If you have an idea I'm interested;-)
Gabriel
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I have a question for the experts Lua;-)
I try to convert the script Spline Lua in C + +, and I met before a problem of semantics of the language Lua, even more elsewhere.
function CreateSpline(p0,n0,p1,n1,mag) local spline={} – spline is a table … – one elements of spline is a function named Interpolate function spline:Interpolate(t,v,n) -self is same as spline here ? or self is area of CreateSplin ? v.x = ((self.A * (t ^ 3.0)) + (self.B * (t ^ 2.0)) + (self.C * t) + self.D) … local m=n:Length() – I don’t understand this semantics -- Length as define bellow, function of spline table -- ‘n’ is a parameters of Interpolate function ‘Vect3’ and not spline !!!! end – one elements of spline is a function named Lenght function spline:Length() … spline:Interpolate(p,t) why call spline:Interpolate and not self:Interpolate ?? .. return dist end
maybe he has someone who has already converted this script in C or C + +? I like that to better understand this syntax
Gabriel
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RE,
is possible to partager your precompiled version of LuaJit ?
again thank you
Gabriel
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Hello Rick
Oh ok, I thought that was very fast for a language interpreted, is is a JIT compiler, now I can die in peace lol;-)
I was on their site and it offers several versions:
LuaJIT beta-2
LuaJIT-1.1.7
LuaJIT-1.1.6
LuaJIT-1.1.5
LuaJIT-1.1.4
LuaJIT-1.1.3
LuaJIT-1.1.2
LuaJIT-1.1.0
LuaJIT-1.0.3
what is the version with which LE was compiled?
Tthank Great Rick ;-)
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Just download the Lua library, include it in your project, and call the Lua functions directly.
Hi Josh
5.1 or 5.2 or older ?
Thanks
Gabriel
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How to call a script "lua" in C++ with LEO?
Thank
Gabriel
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Not following your question.
hello, this is normal it should be very late when I posted this question. but I solved my problem.
About a nice job;-)
Gabriel
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Hello Rick
I would use this principle followed by the camera, I know how to create a Link Dynamics bypassing the sandbox and LUA and how do the equivalent of SetGlobalString (), I'll assume it is with the function lua_setglobal, but I do not know how it works.
Thank you for your help
Gabriel
PS: for the C + + code
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That's why I like Xcode.
I can get involved if you want: D What do you think of Eclipse?
otherwise it remains the VI editor and good old shell and for the twisteds guys, there's always the commande "ed" ^^
josh tell me, thy name is Joshua?
If you have a good memory is the password to enter the "WOPR" of the "NORAD SIOP" ;-)
Gab.
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You're welcome. You might try running your release build using ctrl-F5 (start without debugging) and see if that gets round the issue. Even in release mode using F5 on its own enables some of the debugging overhead.
héée, that's right CTRL + F5 hoo my gods I had to miss it:)))
course CTRL + F5 in release I only use it;-)
Well, For the little story, I started to prehistoric times of C compiler Lattice C, Microsoft C Workbench, Aztech C, Borland TC1 ......
and I always have the same mental illness, I feel the need to watch the generated code in assembler. difficult to treat this mental illness;-)
Gab
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Yes I use it for the Atmel microcontroller is a very good product.
Gabriel
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I found ^ ^ I'm a big idiot or almost, when I run my programe compiled in release mode in VS2010 environment, loading the scene takes 30 sec.
If I run the executable directly without IDE, 5 sec.
I wonder what "micro $" can he do with my particular executable in release mode!
Again thank you for your help Pixel Perfect,
Gabriel
PS: you should perhaps an idea to run a script lua in c + +;-)
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How to call a script "lua" in C language?
i like to execute "start.lua" in my main() like this:
main(..) { .... luahandle=loadscripte("main.lua"); executescript( luahandle); ... }
why LE removed in "engine.cpp" the function : ( leLoadScript, leRunScript, leFreeScript) ?
thanks
PS: i work with LE2.5.
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Nice works, thank's
Gabriel
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Hello Mr. Pixel Perfect ;-)
I am in release mode and it is the Engine.dll that is used and not engine.debug.dll
I could check that with the GetProcAddress API that is the right dll is loaded.
I am very bothered by this problem :-(
who gives a lot of thing in question on the use of 3D engine leadwerk.
can be found LoadScene a source code, so I can understand where the problem?
Gabriel
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log.rarI would have put my project but it was 300 mega bytes compressed with rar.
so I just upload the log files, a log is generated via the application written in LUA and the other in CPP.
my compiler is VC10 and the project, but I do not understand there is no diference in the two log files.
if only one is loaded in 30 sec (CPP) and the other in 5 sec (LUA).
I try to console app and WinApp, but not better.
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there is no access to this information faster than this method?
Handling a string and a callback is a bit heavy as the process, right?
TEntity what is it? other than a pointer, of course ^ ^
it points to a structure? I think hard enough that this information is not available elsewhere as a callback, I know that the processor is more powerful, it's still not a reason build cycle that could be used elsewhere.
Am I wrong?
Gabriel
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Hi, yes I have an idea for the convenience and my laziness ^ ^.
do not we say that the first quality of a informatician is laziness?
well then I suggest one menu item "Pack resources", this menu pack only what is used in the scene (sandbox) or they zip the files or copy them to a directory.
I think it would save hours of maintenance.
Gabriel
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I'll add this to LEO and send to Josh.
cool ;-)
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Hello
I have a probleme with LoadScene API, if a double click on file sbx, the editor load "scene" and "resources" in only 5 seconds.
With Lua LoadScene() same result +/- 5 sec.
But with the API C++ LoadScene() take 29 seconds ? why ?
The editor use another system to load scene?
If so, I like to use this system because 29 seconds is verry to slow to use this in production game :-(
Gabriel
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Hello,
Is it possible to add in the Controller class the member function "IsCrouched ()" ?
like this :
//****************************************************************************** //**** **** //**** LEO - Leadwerks Engine Objects **** //**** (c) 1999-2011 Leadwerks Corporation **** //**** http://www.leadwerks.com **** //**** **** //****************************************************************************** #pragma once #include "leobase.h" #include "leoBody.h" namespace LEO { class Controller : public Body { public: Controller( TEntity ent = NULL, flt height = 1.8f, flt radius = 0.4f, flt stepheight = 0.5f, flt maxslope = 45, flt crouchheight = 0 ); Controller( const CreateMode& rCreateMode, flt height = 1.8f, flt radius = 0.4f, flt stepheight = 0.5f, flt maxslope = 45, flt crouchheight = 0 ); virtual void Create( flt height = 1.8f, flt radius = 0.4f, flt stepheight = 0.5f, flt maxslope = 45, flt crouchheight = 0 ); virtual void Update( flt angle, flt move, flt strafe = 0, flt jump = 0, flt maxacceleration = 0.5f, int iterations = 1, int crouchmode = 0 ); bool IsAirborne( void ) const; bool IsCrouched( void ) const; // GKV modification de la source ajout du menbre IsCrouched (16/11/2011) }; // === inlines === inline Controller::Controller( TEntity ent, flt height, flt radius, flt stepheight, flt maxslope, flt crouchheight ) : Body( ent ) { if( !mIsReference ) Create( height, radius, stepheight, maxslope, crouchheight ); } inline Controller::Controller( const CreateMode& rCreateMode, flt height, flt radius, flt stepheight, flt maxslope, flt crouchheight ) { if( CREATENOW == rCreateMode ) { Create( height, radius, stepheight, maxslope, crouchheight ); } } inline void Controller::Create( flt height, flt radius, flt stepheight, flt maxslope, flt crouchheight ) { Assign( CreateController( height, radius, stepheight, maxslope, crouchheight ) ); } inline void Controller::Update( flt angle, flt move, flt strafe, flt jump, flt maxacceleration, int iterations, int crouchmode ) { UpdateController( m_entity, angle, move, strafe, jump, maxacceleration, iterations, crouchmode ); } inline bool Controller::IsAirborne( void ) const { return 1 == ControllerAirborne( m_entity ); } inline bool Controller::IsCrouched( void ) const // GKV modification de la source ajout du menbre IsCrouched (16/11/2011) { return 1 == ControllerCrouched( m_entity ); } }
Thanks ;-)
Gabriel
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Thanks, Merci ;-)
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Hello
if KeyHit(KEY_E)==1 then pick=CameraPick(camera,Vec3(GraphicsWidth()/2,GraphicsHeight()/2,2.0),0,0) if pick~=nil then repeat if pick.entity:GetClass()==ENTITY_MODEL then break end pick.entity=pick.entity.parent until pick.entity==nil if pick.entity~=nil then pick.entity:SendMessage("use",controller,0) end end end
make same of this code in C++, but i cannot find in documentation this function GetClass() in prototype.header
Thank
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Hello World ;-)
What the equivalent function of getClass from LUA in C++
Thank
Gabriel
Lua or LuaJit
in Programming
Posted
Hello,
I have a question for the developer of Leadwerk, what version should I use lua to enjoy the functionality of leadwerks?
in the structure lstate.h lua_State is not the same in Lua and LuaJit
could you in your reponce add the link where you have to download Lua for "LE2.5" ;-)
thank you
Gabriel