LuaJIT

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zuzuf
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LuaJIT

Post by zuzuf » Fri Mar 12, 2010 4:59 pm

LuaJIT was previously working in 32bits mode only, but LuaJIT 2.0 now supports 64bits platforms too so I am willing to replace (when built in release mode at least) the standard LuaVM with it.

It seems to be 100% API and ABI compatible with standard Lua distribution. (cf http://luajit.org/changes.html).

Also it's much faster than Lua VM (cf http://shootout.alioth.debian.org/u32/b ... &lang2=lua). This can give a performance boost when there are lots of units in the game simulation :).
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Balthazar
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Re: LuaJIT

Post by Balthazar » Fri Mar 12, 2010 5:38 pm

Good news :P When the new release with folder-bug fix will be available?

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zuzuf
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Re: LuaJIT

Post by zuzuf » Fri Mar 12, 2010 8:08 pm

By "folder bug" you mean the bug that makes cache unwritable ? Well I don't even know what's preventing it from working ...
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Balthazar
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Re: LuaJIT

Post by Balthazar » Fri Mar 12, 2010 8:40 pm

Nope, i mean the bug, that prevents using of unpacked resources on windows.

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Re: LuaJIT

Post by xpoy » Sat Mar 13, 2010 8:27 am

:D

greeting
And in this case we need a
lib or header pack for lua writer..

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Re: LuaJIT

Post by DOT » Fri Mar 19, 2010 4:06 pm

Oooh thank you! now i can make 300 PeeWees vs 1000 A.K.s army!

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yoshi314
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Re: LuaJIT

Post by yoshi314 » Sat Apr 03, 2010 6:05 pm

i don't know how it affects gameplay, but i've tested current svn with current git of mesa gallium drivers.

works like a charm, but i cannot see nanolathe particles. is that a known issue, or maybe it's a problem with current mesa?

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Re: LuaJIT

Post by zuzuf » Sat Apr 03, 2010 7:39 pm

It's the first report we have with a regular mesa driver so if particles are enabled and aren't rendered then it's a bug. Check if particles are enabled in config menu, settings are initialized based on detected hardware and platform, maybe there are disabled.
Also nanolathe particles are rendered using point sprite, if this is not supported on your system, it won't render nanolathe particles. I'll definitely have to add an alternative path when point sprite is not supported.
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Re: LuaJIT

Post by yoshi314 » Sun Apr 04, 2010 1:05 pm

It's the first report we have with a regular mesa driver
well, not quite the regular one.

it's the new gallium driver, from the experimental branch. it finally advertises opengl 2.1 support, while classic mesa has 1.3/1.4.

it still has its quirks.

if you can give some more technical info on those nanolathe shaders, i'll try to forward the info to mesa devs.

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Re: LuaJIT

Post by Balthazar » Sun Apr 04, 2010 1:07 pm

Nanolathe particles are not shaders, they are simply quad polygons :P

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Re: LuaJIT

Post by zuzuf » Sun Apr 04, 2010 1:16 pm

More precisely nanolathe particles are point sprites : points rendered as textured quads, we use this because you only have to send one vertex per particle to OpenGL.
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