Tom Mason
Tom Mason
I've already implemented saving, and am actively working on it at the moment. It's implemented as just a simple stream, into which you write variables. It's an interface, and ATM...
Mypreference would be to eventually drop opengl on all platforms, and just use vulkan. On osx we can use [moltenvk](https://github.com/KhronosGroup/MoltenVK).
I'm not sure that now is the best time for this, and there are some issues to work out with whatever scripting language we use. The primary use case for...
That said, if you want to hack around and experiment with integrating FixedPoint into lua / other languages, please go ahead, but given the issues, I don't think it will...
The thing is, we would want lua to use that class for all of its maths. So, if a script tries to add two numbers, it should use FixedPoints internally...
http://lua.2524044.n2.nabble.com/Fixed-point-LUA-NUMBER-td7630153.html is a good thread on the topic, and is talking more abotu what I'm getting at. We would need to bundle our own copy of lua (in the extern/...
It culd still be worth trying out defining LUA_NUMBER to FixedPoint, even in 5.3, see https://github.com/lua/lua/blob/v5.3.5/luaconf.h#L457, and https://github.com/lua/lua/blob/v5.3.5/luaconf.h#L127 This might be perfect actually, as the lua interpreter will try to...
This is looking really great so far, thank you! If all goes well, we might be able to start using this sooner that I had originally planned.
> Do we still need the FixedPoint class registration? (Being able to create c++ FixedPoint objects and access its methods from Lua) I think we don't. > How can I...
https://github.com/Immediate-Mode-UI/Nuklear/blob/master/example/skinning.c#L420 Woops, forgot the link in my last post