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LuaJIT

Posted: Fri Mar 12, 2010 4:59 pm
by zuzuf
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 :).

Re: LuaJIT

Posted: Fri Mar 12, 2010 5:38 pm
by Balthazar
Good news :P When the new release with folder-bug fix will be available?

Re: LuaJIT

Posted: Fri Mar 12, 2010 8:08 pm
by zuzuf
By "folder bug" you mean the bug that makes cache unwritable ? Well I don't even know what's preventing it from working ...

Re: LuaJIT

Posted: Fri Mar 12, 2010 8:40 pm
by Balthazar
Nope, i mean the bug, that prevents using of unpacked resources on windows.

Re: LuaJIT

Posted: Sat Mar 13, 2010 8:27 am
by xpoy
:D

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

Re: LuaJIT

Posted: Fri Mar 19, 2010 4:06 pm
by DOT
Oooh thank you! now i can make 300 PeeWees vs 1000 A.K.s army!

Re: LuaJIT

Posted: Sat Apr 03, 2010 6:05 pm
by yoshi314
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?

Re: LuaJIT

Posted: Sat Apr 03, 2010 7:39 pm
by zuzuf
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.

Re: LuaJIT

Posted: Sun Apr 04, 2010 1:05 pm
by yoshi314
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.

Re: LuaJIT

Posted: Sun Apr 04, 2010 1:07 pm
by Balthazar
Nanolathe particles are not shaders, they are simply quad polygons :P

Re: LuaJIT

Posted: Sun Apr 04, 2010 1:16 pm
by zuzuf
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.