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    Thread: Porting Java-based mods to Lua
Post: RE: Porting Java-based mods to Lua

Thanks for your reply. At least now I know why my proof-of-concept failed. On that note, what would be the realistic limitations of introducing plugins based on existing mods for the Java server? I ...
Atro Plugin Discussion 10 10,945 01-13-2015, 05:13 PM
    Thread: Porting Java-based mods to Lua
Post: RE: Porting Java-based mods to Lua

Further edit of the code: [shcode=lua]function Initialize(Plugin) Plugin:SetName("JavaVM") Plugin:SetVersion(1) -- Hooks cPluginManager.AddHook(cPluginManager.HOOK_WORLD_STARTED, initiat...
Atro Plugin Discussion 10 10,945 01-13-2015, 02:59 PM
    Thread: Porting Java-based mods to Lua
Post: RE: Porting Java-based mods to Lua

In an attempt to test if this theory is indeed possible, I wrote the following short plugin to do one thing: Create a JavaVM and print "Hello, world!" to the screen. Note: lua5.1.dll has been repla...
Atro Plugin Discussion 10 10,945 01-13-2015, 02:46 PM
    Thread: Porting Java-based mods to Lua
Post: Porting Java-based mods to Lua

Keep in mind: I am not an expert in either Java or Lua I came across jnlua: https://code.google.com/p/jnlua/ It claims to be able to access both java and lua functions. My question is would ...
Atro Plugin Discussion 10 10,945 01-13-2015, 01:22 PM