How extensively can we modify Lua before Decoda gives up?
LuaPineapple
Join Date: 2008-10-25 Member: 65296Members, Reinforced - Silver
I'm planning to create a super-set of Lua called Lua Lux (Moonlight)*, and it'll feature close tie-ins with the OpenCL (when ATi/NVidea/Intel/AMD get their act in gear!) portion of the engine. I'm not expecting Decoda to reach into the OpenCL-Lua-ed parts of the engine (seperate states with some restrictions, etc..), but I would like to know how far I can stretch the elastic band, and in what directions, before it snaps and viciously hurts me. The things I hope to add are partially syntactically based (no problems here), a few new opcodes for various things (here??), and a few other little goodies (userdata/metamethod stuff, no problems here).
Also, how well would Decoda handle multiple states all using one environment? Would it have a seizure and die, or would it just shrug and keep moving? Need to know before I unintentionally sabotage my only debug tool other then print. That and the fact that it would require quite a bit of redesigning...
PS: The 'Toggle Side Panel' doesn't work for me? Anyone else?
PPS: The bug where you can't open a non-project-ed Lua file with the same name as one which is Project-ed (because it opens the project one instead, even when you open it via double click in explorer), is still around. Could you fix it? Pretty please?
* Because my engine is called Aeterna, i.e. Eternal Moonlight... Yah I know it sucks. And yes I know I'm mixing Latin and Portugese! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Also, how well would Decoda handle multiple states all using one environment? Would it have a seizure and die, or would it just shrug and keep moving? Need to know before I unintentionally sabotage my only debug tool other then print. That and the fact that it would require quite a bit of redesigning...
PS: The 'Toggle Side Panel' doesn't work for me? Anyone else?
PPS: The bug where you can't open a non-project-ed Lua file with the same name as one which is Project-ed (because it opens the project one instead, even when you open it via double click in explorer), is still around. Could you fix it? Pretty please?
* Because my engine is called Aeterna, i.e. Eternal Moonlight... Yah I know it sucks. And yes I know I'm mixing Latin and Portugese! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Comments
Also, how well would Decoda handle multiple states all using one environment? Would it have a seizure and die, or would it just shrug and keep moving? Need to know before I unintentionally sabotage my only debug tool other then print. That and the fact that it would require quite a bit of redesigning...
PS: The 'Toggle Side Panel' doesn't work for me? Anyone else?
PPS: The bug where you can't open a non-project-ed Lua file with the same name as one which is Project-ed (because it opens the project one instead, even when you open it via double click in explorer), is still around. Could you fix it? Pretty please?
* Because my engine is called Aeterna, i.e. Eternal Moonlight... Yah I know it sucks. And yes I know I'm mixing Latin and Portugese! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I think those modifications should all be fine.
lua_newstate
lua_newthread
lua_close
lua_error
lua_sethook
lua_getinfo
lua_remove
lua_settable
lua_gettable
lua_rawget
lua_rawgeti
lua_rawset
lua_pushstring
lua_pushlstring
lua_type
lua_typename
lua_settop
lua_gettop
lua_getlocal
lua_setlocal
lua_getstack
lua_insert
lua_pushnil
lua_pushvalue
lua_pushcclosure
lua_pushnumber
lua_pushlightuserdata
lua_pushinteger
lua_tointeger
lua_tolstring
lua_toboolean
lua_tocfunction
lua_tonumber
lua_touserdata
lua_call
lua_pcall
lua_createtable
lua_load
lua_next
lua_rawequal
lua_getmetatable
lua_setmetatable
luaL_ref
luaL_unref
luaL_newmetatable
lua_getupvalue
lua_setupvalue
lua_pushthread
lua_newuserdata
lua_open
lua_newstate
lua_close
lua_newthread
lua_pcall
lua_call
lua_load
luaL_newmetatable
lua_sethook
luaL_loadbuffer
luaL_loadfile
luaL_newstate
<Snip: List><!--QuoteEnd--></div><!--QuoteEEnd-->
Alright, thank you for the list!
Sorry for delay (<img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />):
Absolutely not, I'm sick of GMod to be honest and I will NOT be coding anything more in it once this paid job is done (almost is). After this I'm making my own engine as well. Since there are some things Lua doesn't have/doesn't do inherently, I wanted to know how far I could stretch things before Decoda decides to give up.
I'd be very interested in this Lua variant, as I'm doing some non-game GPGPU work, and I think I may have seen you mention this elsewhere (assuming you're the same person, which may not be the case). How far along are you?