Hello Everyone,
I have been on vacation, but before I left I gave a video presentation on the engine’s architecture.
Check it out!
I’ll be posting more errata from this presentation, but here are some corrections.
you cannot (to my knowledge) use DirectX shaders with OpenGL.
I also said that you shouldn’t use pointers with lua for referring to game objects, This is actually a pretty good idea, however it should be done with care, since you are bypassing the enginemanager and going directly to the objects.
Irrlicht and Ogre do implement different physics engines, not sure which.
I also forgot to point out Decoda which is a debugger for the lua environment, it does cost a bit of money but all of you know how valuable a debugger can be. If you use visual studio and have the lua source embedded directly into your project, as long as you have the .pdb files it will work (so cool!), otherwise you need to point it to the dll I believe (still cool).
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Great lecture! I didn’t watch all of it, but it’s nice to see you in action. You’re really an expert, Joe!