Skip to main content

The LuaJIT Project

Lua is a big name in game scripting.  I chose it for my engine because it is simple, easy to integrate and has excellent performance. Anyway, I just read an article about LuaJIT, which is a just-in-time compiler for Lua that is partially sponsored by Google.  It's supposed to have even more amazing performance than the standard implementation.  It's also binary-compatible with the standard Lua library and interpreter, which means I'm going to try it out with my game engine ASAP.


  1. Many local bars and eating places have acquired approval to offer kiosks at their institutions and Ohioans may even in a position to|be succesful of|have the ability to} gamble utilizing their phones on sports activities betting apps. Miami Valley Gaming was given the 온라인카지노 go-ahead by the Ohio Casino Control Commission Wednesday morning. The casino control commission is in the means of approving purposes and finishing different necessities to launch sports activities betting in the state. Sixty-seven responses referred to concept that|the concept|the idea that} gamers were buying loot boxes in the hope that they may permit them to look a sure way. Some even talked about concept that|the concept|the idea that} the beauty gadgets and skins contained in loot boxes were essential to allow them to ‘fit in’ within a social group. It will be the case that the will for social acceptance within a group is a key driver of loot box spending.

  2. Start studying books on gambling concept and technique to brush up on your understanding of how video games are gained. The best time to take dangers is when you’re down by a little however 온라인카지노 stand to win so much. While you’re half in}, imagine that nothing else in the world exists. Stressing out about work or going over your plans for the weekend may end up costing you. Never take money out of your private account to finance your gambling stakes.


Post a Comment

Popular posts from this blog

Lua-Style Coroutines in C++

Lua's implementation of coroutines is one of my all-time favorite features of the language. This (short) paper explains the whole reasoning behind the Lua's coroutine implementation and also a little about the history of coroutines. Sadly, coroutines are not supported out-of-the box by many modern languages, C++ included. Which brings me to the subject of this post: Lua-style coroutines in C++! For those who don't know (or were too lazy to read the paper!), Lua's coroutines support three basic operations: Create: Create a new coroutine object Resume: Run a coroutine until it yields or returns Yield: Suspend execution and return to the caller To implement these three operations, I'll use a great header file: ucontext.h. #include <vector> #include <ucontext.h> class Coroutine { public: typedef void (*Function)(void); Coroutine(Function function); void resume(); static void yield(); private: ucontext_t context_; std

Password Generator for Chrome

This week, I finally got fed up with typing in/managing passwords on a billion different sites. Since things like OpenID haven't really taken off, I decided to take matters into my own hands...and write a password generator extension for Google Chrome. There are actually a ton of such apps on the Chrome web store, but I'm paranoid about security, so I wrote my own and open-sourced it. By virtue of being open source, perhaps people will trust my version a bit more. Anyway, the extension is available here , and the source code is hosted at github . May all your online transactions be secure! UPDATE: Fixed github link.

Sparse Voxel Octrees

Terrain implementation for games is a subject with a lot of depth. At the surface, it's very easy to get rudimentary terrain working via a noise function and fixed triangle grid. As you add more features, though, the complexity builds quickly. Overhangs, caves Multiple materials Destructive terrain Collision detection Persistence Dynamic loading Regions, biomes Very large scale Smooth features Sharp features Dynamic level of detail Extremely long view distances In isolation, each of these features can make terrain difficult to implement. Taken together, it takes a lot of care and attention to make it all work. Minecraft is probably the canonical example for terrain generation in the last generation of games. In fact, I'd say Minecraft's terrain is the killer feature that makes the game so great. Minecraft does an excellent job at 1-8, but for a recent planetary renderer project I was working on, I really wanted 9-12 too. In a series of articles, I'm planning to break do