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OkinaMatara | Looking from the logs, some comments were made on scripting for plug-ins. | 00:44 |
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OkinaMatara | Short summary: There was two official/project backed plug-ins, one in Lua and one in Python. (Lua one later merged into bzfs for 2.99/3.x) | 00:45 |
OkinaMatara | There also was two player/third-party based projects created as well. One in Ruby and the other in JavaScript and both were for 2.x. | 00:46 |
OkinaMatara | @tupone would you like some links for them? | 00:47 |
blast007 | Lua and Python were both in 2.99.x, but the Lua one was integrated into the client and server and was more powerful (since it could also also the game client behavior and graphics rendering), whereas the Python one was just a bzfs API-like system using Python scripts and was itself a C/C++ plugin | 00:49 |
blast007 | examples of some of the Lua stuff for client-side rendering: https://www.bzexcess.com/2009/01/relief-shading-and-fancy-lighting/ https://www.bzexcess.com/2009/01/small-sample-of-whats-to-come/ | 00:50 |
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OkinaMatara | Also, I just realized in "short summary", "one in" should be "one for". (Same type of correction for third party projects.) | 00:53 |
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SpringTank | blast007: That looks really good! Was it ever completed enough for maybe a backport to 2.6? | 17:52 |
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SpringTank | and was the rendering done in LUA or was it a LUA script compiled into shaders | 17:53 |
blast007 | I don't know if it was even shaders. | 18:59 |
blast007 | ah, seems it probably was. There's a LuaShader.cpp that has code to compile vertex, fragment, and geometry shaders | 19:02 |
blast007 | LuaShaders.cpp* | 19:02 |
SpringTank | do you remember if it was completed enough for a backport? | 19:10 |
blast007 | we will not be using that Lua stuff | 19:11 |
blast007 | like I mentioned, it used a custom fork of Lua | 19:11 |
SpringTank | ah | 19:12 |
blast007 | at least I think I mentioned that. maybe I didn't. | 19:12 |
blast007 | IIRC it was something about changing the floating point precision of Lua? | 19:13 |
blast007 | https://github.com/BZFlag-Dev/bzflag/blob/2.99/other_src/lua/README_BZFLAG | 19:18 |
SpringTank | so it was mostly just patches that are probably implemented in modern LUA and using double precision (64bit) floats? | 19:22 |
blast007 | it looks like it's actually downgrading it from double to just float | 19:23 |
SpringTank | I'm dislexic. | 19:24 |
SpringTank | but yeah, that seems kinda odd | 19:24 |
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