Hi,
I was looking at Loom Scripting, and while I really don't like the language too much, and hate the cocos 2d api (it's really complete but almost unreadable in both its lua and js version), I have to admit that their live coding and asset update features are really interesting.
http://www.youtube.com/watch?feature=player_embedded&v=iXPaYv_WcU8Since under the hood I understand that this is LUA, I wonder if we're ever going to get something similar in Gideros.
Any idea?
Comments
http://www.bowerhaus.eu/blog/files/live_coding.html
The dynamic updating of resources wouldn't be too tricky to arrange and would look quite groovy. If I was going to do it, I would use the Dropbox API and write a Gideros module to check whether any texture files had been changed in a Dropbox folder shared with the desktop. If they had, I would force a reload and dynamically install the new textures into any live bitmaps using Bitmap:setTexture().
best regards
PS: if one was only interested in supporting dynamic asset updating in iOS then the Dropbox API interface could probably all be done in Lua using BhWax.
Likes: deniz
I was trying to follow your demo here:
But I hit a small roadblock. In the video you mention that you use a Gideros Helper library to simplify creating box2d bodies and associating them with graphics but you leave no clue where others can find the library. I have the latest Gideros and I cannot use the same function calls you use in the demo. What am I missing?
https://github.com/ar2rsawseen/GiderosCodingEasy
Also, this rather long thread discusses how the GCE library came to be:
http://www.giderosmobile.com/forum/discussion/1780/extending-gideros/p1
BTW, I only came across this post by accident. If you put the tags of author's you are trying to communicate with in the post (like @bowerandy) then we'll receive an e-mail saying that a post has been made.
best regards
Likes: deniz
require "box2d"
at the top of the file then I later tried coding
require("box2d")
next to the require("mob debug") in the not initialized section. Neither approach worked. Below is my modified LiveCodeSimple:init() method:
I think your physics errors are caused by the fact that GiderosCodingEasy used to include the physics stuff when I made the demo. Since then @ar2rsawseen has removed it to a separate file that is in the same repo as GCE. Try including this file just after you require "GiderosCodingEasy.lua".
I think any questions to do with ZBS or Live Coding can be probably be posted to this forum providing they are concerning Gideros and not one of the other Lua dev environments that ZBS supports.
best regards