
Originally Posted by
Vormav
Oooooooooo... w8 what? Gibberish again? ;)
I thought you spoke pretty good x86?
Actually, when it comes to the 32bit variety, PT seems to perform an instruction like this:-
Code:
fild dword ptr [fpSomeAddress]

Originally Posted by
Vormav
I would not compare C to LUA... if lua is doing some "visual effect", moving graphic of animation in patterns than there could be some "lua player" or representation of animation as dots etc. in dx window or something like that.
Its annoying to login and out every time you change something in script.
The thing is that Lua cannot do "some visual effect" it cannot "move graphic of animation in patterns". PT does that, and decides how to move them, and how to animate them in accordance to the returned results from the Lua script engine.
The difference between C and Lua is that there are lots of Lua interpreters, and very few compilers, where there are lots of C compilers and very few interpreters. But, if you don't even have a standard C library. You run you C program on an embedded system with no display or keyboard. Maybe an MP3 player or a home intrusion system. Now write PT or Doom in C to run on that system.
You can't. Because it doesn't have the facilities. You can write these things in C, because of the libraries which interface the hardware which these programs require. Like C, (but more so) Lua makes no assumptions about the environment in which it runs is capable of... displaying or printing simple text characters, storing information in files, let alone displaying anything in 3D.
Okay. So, in so far as it usually operates as a script, rather than a compiled program, maybe it's more like Python or Perl... except that, especially in the case of Python, they come with a very, very large library of functions available as standard.
To compare, I'm considering Lua as being like C, without a standard C library. (quite possible, and not unusable) So... just the core C language. Sequence, selection, iteration, segmentation, syntax and structure. Not even the ability to print a line of text.
I could compare it to Tcl, but could compare it to Tcl/Tk less than I could compare it to C. (too many features already built in)
You see, Lua, doesn't define anything except syntax and structure. It has no real grammar of it's own.
It's just a scripting engine. It doesn't know, or care what it's scripting.
The program you run the scripts under must provide interfaces to it's input and output, and create classes, objects and interfaces for the Lua script to manipulate.
In WoW, this is all provided by UI XML manifests. In PT, the Lua can't control the 2D UI overlay, but only the 3D rendering of the game world. (something WoW doesn't allow Lua to modify, although it can create alternate 3D views within the UI overlay for Player portraits and paper-doll inventory views)
So, what I'm saying is that you need to recreate the interfaces PT provides Lua, and couldn't rely on some generic Lua tool, since Lua doesn't support 3D graphics, text, sound, keyboards, mice, files or anything... as it comes. It's just a scripting framework. Your program provides all of that, and Lua feeds your program logic and algorithms.
It doesn't really have any understanding of what your program may do with that logic.
--- EDIT ---
All the I/O facilities native to Lua can be found here. I don't think it will help, except to explain the boundary between what (in PT Lua scripts) is not standard Lua, but a PT extension of it. (ie. almost everything)