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Lua Game Development Cookbook

You're reading from   Lua Game Development Cookbook Over 70 recipes that will help you master the elements and best practices required to build a modern game engine using Lua

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Product type Paperback
Published in Jul 2015
Publisher
ISBN-13 9781849515504
Length 360 pages
Edition 1st Edition
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Author (1):
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Mário Kašuba Mário Kašuba
Author Profile Icon Mário Kašuba
Mário Kašuba
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Toc

Table of Contents (11) Chapters Close

Preface 1. Basics of the Game Engine 2. Events FREE CHAPTER 3. Graphics – Common Methods 4. Graphics – Legacy Method with OpenGL 1.x–2.1 5. Graphics – Modern Method with OpenGL 3.0+ 6. The User Interface 7. Physics and Game Mechanics 8. Artificial Intelligence 9. Sounds and Networking Index

Using timers

LuaSDL offers support for timer objects. The problematic part is the use of timers. The LibSDL library uses callback functions to call event functions. These callbacks run in another thread and the naïve approach, where you put the Lua function in the position of callback function, would lead to Lua state corruption. There is a better way to accomplish this by using the internal LuaSDL callback function that invokes a special user event.

Timers aren't very precise and they are mostly used in GUI updates. If you need more precision, you'll need to use High Precision Event Timer (HPET), which is out of the scope of this book.

Getting ready

Each timer object uses a user-defined event that contains unique timer function identifiers represented by integer values. LuaSDL offers a slightly modified version of the SDL.SDL_AddTimer function, where it accepts two parameters instead of three. The first parameter is an interval value in milliseconds. The second is the user...

You have been reading a chapter from
Lua Game Development Cookbook
Published in: Jul 2015
Publisher:
ISBN-13: 9781849515504
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