Author Topic: libtcod+lua  (Read 14252 times)

Xecutor

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libtcod+lua
« on: March 30, 2010, 11:00:15 AM »
Anyone interested in libtcod enabled lua scripting host?
i.e. application that can run lua scripts and have built-in support of libtcod.
I even have 'walking @' with fov demo in lua :)

It's completely standalone (beside libtdoc and SDL runtime).
It's probably good for prototyping... if you know lua :)

ywgdana

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Re: libtcod+lua
« Reply #1 on: March 30, 2010, 12:31:56 PM »
Anyone interested in libtcod enabled lua scripting host?
i.e. application that can run lua scripts and have built-in support of libtcod.
I even have 'walking @' with fov demo in lua :)

It's completely standalone (beside libtdoc and SDL runtime).
It's probably good for prototyping... if you know lua :)


While I don't know lua that well, I'd bet it was fast enough to run as a game itself, since libtcod would be doing a lot of the heavy lifting in terms field-of-view and such.

stu

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Re: libtcod+lua
« Reply #2 on: March 30, 2010, 10:38:15 PM »
If it were me, I'd write the bindings as a separate package and create a combined interpreter as an example. much more useful that way.
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Re: libtcod+lua
« Reply #3 on: March 31, 2010, 05:31:49 AM »
It is separate package.
But lua can't just import external bundle.
You need to import it from your program and register in lua.
I might add some more useful for rl development extensions.
Ultimately I want to make kind of 'roguelike builder'.
Tool where you can design your classes, fill data, draw vaults and portions of maps.
And play :)

stu

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Re: libtcod+lua
« Reply #4 on: April 01, 2010, 01:26:35 AM »
I didnt mean package to load into lua, I meant write the c/c++ files that bind as a separate setup, so anyone can drop it in their existing lua/tcod game.
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