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Re:Game Programming Patterns – Bytecode by munificent on Tuesday March 25, 2014 @04:53PM (#7468883)
Hi, I wrote that chapter. I also wrote the AI system for Hatsworth. There is absolutely no way we would have embedded Lua on a DS!

What we did do was write a tiny little bytecode VM as described in the chapter. The level editor I wrote[1] let designers author behavior using a little UI. It then compiled that to bytecode.

It worked like a charm if I may say so. Unlike a full-featured language VM, we didn't have to deal with strings, parsing, garbage collection, or any of that stuff at runtime, which would have been untenable on a DS.

[1] http://imgur.com/a/PIFUk

Re:Game Programming Patterns – Bytecode by eropple on Tuesday March 25, 2014 @05:41PM (#7469225)
That's really interesting, thank you for mentioning that. That's totally in my "just about", for sure--but this isn't 2008 (even the 3DS has 128MB of RAM) and this doesn't exactly strike me as the sort of book that somebody who already has a console devkit is going to be reading. "A bytecode interpreter" seems to me to be something that that guy (i.e., you) is going to have sussed out entirely, whereas somebody who actually needs a book like this is in just about every case going to be getting off in the weeds building something instead of going off the rack.

(That said, no-GC AngelScript uses under a megabyte of RAM on ARM; before I switched to libgdx and decided that I could do without supporting the Galaxy Nexus I'd spent a lot of time examining it. It certainly might be tight on the DS, but on any modern system, I think you're probably cool.)

Re:Game Programming Patterns – Bytecode by kelvin0 on Tuesday March 25, 2014 @05:18PM (#7469030)
As we say in Quebec: 'Din Dents...'