锘??xml version="1.0" encoding="utf-8" standalone="yes"?>
浠涔堟槸
OGRE
錛?/span>
Ogre 鏄?/span> Object-Oriented Graphics Rendering Engine 錛岄潰鍚戝璞$殑鍥懼艦娓叉煋寮曟搸銆?/span>
OGRE (Object-Oriented Graphics Rendering Engine) is a scene-oriented, flexible 3D engine written in C++ designed to make it easier and more intuitive for developers to produce applications utilising hardware-accelerated 3D graphics. The class library abstracts all the details of using the underlying system libraries like Direct3D and OpenGL and provides an interface based on world objects and other intuitive classes.
浣跨敤
C++
璁捐緙栧啓鐨勶紝璺ㄥ鉤鍙扮殑錛岄潰鍚?/span>
scene
鍦烘櫙錛岀伒媧葷殑
3d
寮曟搸銆傛敮鎸?/span>
Direct3D
鍜?/span>
OpenGL
銆傛敮鎸?/span>
vs2003
錛?/span>
2005
鐨勩?/span>
鐜板湪鏈鏂扮増鏈槸 1.40Final 浜嗐傚彲浠ヨ繘鍏?/span> download 欏甸潰鍘諱笅杞斤紝鍖呮嫭 SDK 錛堜笉鍚簮浠g爜錛夛紝榪樻湁婧愪唬鐮侊紙闇瑕佽嚜宸辯紪璇戠殑錛夈傚鏋滀笅浜嗘簮浠g爜鐨勮瘽錛岃繕闇瑕佷笅 dependencies 銆?/span>
Ogre
鏄父鎴忓紩鎿庡悧錛?/span>
涓嶆槸錛?/span> Ogre 鍙槸涓涓浘褰㈠紩鎿庯紒鑰屼竴涓父鎴忓紩鎿庤繕鍖呮嫭寰堝鐨勪笢瑗匡紝鍍忕墿鐞嗗紩鎿庯紙鐢ㄦ潵澶勭悊鐗╃悊涓栫晫鐨勭墿浣撲箣闂寸殑鍏崇郴鐨勶紝姣斿璇村弽寮廣佺鎾炵瓑錛夈侀煶鏁堢瓑銆備笉榪?/span> Ogre 鍙互鐢ㄦ潵寮鍙戞父鎴忓紩鎿庯紝鑰屼笖鍙堟垚鍔熺殑妗堜緥錛屾湁涓涓ソ璞″彨鍋氬崄瀛楃敓鍛界珷鐨勫ソ鍍忥紝榪樻嬁浜嗕笉灝戝鍛€?/span>
Ogre
鍏嶈垂鐨勫悧錛熸垜鎯寵繖鍙兘鏄ぇ瀹舵渶鍏沖績鐨勶紝涓嬮潰榪欎竴孌靛紩鑷畼鏂圭綉绔欍?/span>
Is it really free?
The Ogre source is made available under the GNU Lesser General Public License (LGPL), which basically means you can use it however you like as long as release the source for changes you make to the core engine if you distribute your product. The source to your application or to new plugins you create does not have to be released (although it would be nice if you did). See the licensing page for full licensing terms.
鍩轟簬 LGPL 錛?/span> Lesser GPL 錛夛紝鏈夊叴瓚g殑鏈嬪弸鍙互鍘葷爺絀剁爺絀惰繖涓?/span> License 錛岀湅璧鋒潵濂藉儚娌′粈涔堥棶棰樼殑錛屽懙鍛點?/span>
璧勬簮
瀹樻柟鐨?/span> wiki
http://www.ogre3d.org/wiki/index.php/Main_Page
閲岄潰鏈夊緢澶氬緢澶氱殑璧勬簮錛屽儚 tutorials 錛屽浗鍐呮湁寰堝鐨勭炕璇戠増鏈紝鍙?/span> google 涓涓?/span>
涓枃鐨?/span> wiki
闈炲父涓嶉敊錛屼笉榪囨椂闂磋繕涓嶆槸寰堜箙錛岄噷闈㈣祫婧愯繕涓嶆槸寰堝錛屼絾涓鐩撮兘鍦ㄨ繘姝ワ紝鑰屼笖鐜板湪閲岄潰姝e湪緲昏瘧 manual 錛岄潪甯鎬笉閿欍?/span>
GameRes 涓婄殑鏉垮潡
http://bbs.gameres.com/showforum.asp?forumid=99
physX SDK鏄彲浠ュ厤璐逛嬌鐢ㄧ殑錛屽彧瑕佹敞鍐屽氨鍙互涓嬭澆銆傜綉鍧錛?span lang="EN-US">http://www.ageia.com/
Developers can now download v2.6 of the AGEIA PhysX SDK which adds significant functionality and performance improvements to previous versions, including fluid and cloth hardware support advancements.
This SDK is available for all users who register at devsupport.ageia.com
緗戝潃錛?span lang="EN-US">http://www.ode.org/
ODE is an open source, high performance library for simulating rigid body dynamics. It is fully featured, stable, mature and platform independent with an easy to use C/C++ API. It has advanced joint types and integrated collision detection with friction. ODE is useful for simulating vehicles, objects in virtual reality environments and virtual creatures. It is currently used in many computer games, 3D authoring tools and simulation tools.
緗戝潃錛?span lang="EN-US">http://www.havok.com/
瑕?span lang="EN-US">license鐨?/font>
If you are interested in a free Havok Evaluation Copy, fill out the form below and a representative will contact you promptly. The Evaluation Copy is for professional game developers with offices in North America, Europe or Japan.
*Because we provide Havok and technical support during the evaluation period, we require signed nondisclosure and licensing agreements. We look forward to hearing from you!
If you are interested in Havok for simulation and design not in the games space, please fill out the form below and you will be contacted shortly by a member of the business development team.
Click here to view our Evaluation License.
Online Programming for All Libraries錛岀綉鍧錛?span lang="EN-US">http://www.opal-online.org/
OPAL is an international collaborative effort by libraries of all types to provide web-based programs and training for library users and library staff members.
Everyone is welcome to participate in OPAL programs. Usually there is no need to register. Nearly all OPAL programs are offered free of charge to participants.
鍙儨鍋墮兘娌℃湁鐢ㄨ繃錛屽笇鏈涗粈涔堟椂鍊欑┖涓嬫潵鍙互璇曠敤涓涓嬪摝銆傝創鍦ㄨ繖閲岀暀涓邯蹇點?/font>
涓綃囬潪甯稿ソ鐨勬枃绔?/font>
http://www.gameacademy.com.cn/plog/index.php?op=ViewArticle&articleId=37&blogId=1
涓鍒囦負浜嗙湡瀹?/span>
鐗╃悊鍔犻熷崱涔嬪墠涓栦粖鐢?/span>
鐢靛瓙娓告垙榪欎釜浜т笟鐨勫嚭鐜幫紝涓鏂歸潰璇存槑浜嗕漢綾葷鎶鐨勮繘琛岋紝涔熼潪甯哥洿瑙傜殑璇存槑浜嗕漢綾繪枃鍖栫殑鍙戝睍錛屼漢浠殑濞變箰鏂瑰紡浠庝竴涓湡瀹炴畫閰風殑涓栫晫杞Щ鍒頒簡鍙︿竴涓櫄鎷熺殑鐢靛瓙涓栫晫涓紝鍦ㄨ繖涓櫄鎷熺幆澧冧腑鍜岀湡瀹炰笘鐣屼竴鏍鳳紝鏈夋湅鍙嬶紝鏈夋晫浜猴紝鏈夋鐗╋紝鏈夊姩鐗╋紝鏈夋爲鏋楋紝涔熸湁宸ㄥぇ鐨勫煄甯傦紝鍦ㄨ繖涓笘鐣屼腑錛屼漢浠彲浠ヨ嚜鐢辨潵鍘伙紝涓嶅彈綰︽潫錛屽彲浠ュ仛涓浜涘鉤鏃跺湪瀹炵幇涓栫晫涓笉鍙兘鍋氬埌鐨勪簨鎯咃紝鑰屼笖涓嶇敤鎵挎媴浠諱綍璐d換鍜屼換浣曚漢韜嵄瀹熾傝屾鏄畠鐨勮櫄鎷熺湡瀹炴э紝鎵嶄嬌寰楃數瀛愭父鎴忎駭涓氱殑鍙戝睍閫熷害浠ュ嚑浣曢熷害澧為暱錛屽寘鎷粠涓撶敤鏈哄埌鐢佃鍐嶅埌鐢佃剳錛岃法瓚婁簡鏁頒釜鏃朵唬鐨勫悇縐嶄笉鍚屾父鎴忓鉤鍙幫紝浠庨粦鐧芥椂浠e埌褰╄壊鏃朵唬錛屼粠騫抽潰鏃朵唬鍒?/span>
3D
鏃朵唬錛屽彂灞曚笉榪囩煭鐭殑鍗佸嚑騫存椂闂達紝鑰屾父鎴忎駭鍝佺殑鍙戝睍涔熸帹鍔ㄥ彟涓涓涓氱殑蹇熻繘姝ワ紝閭f槸鍥懼儚澶勭悊鎶鏈傝繖欏規妧鏈騫挎硾鐨勮繍鐢ㄤ簬鍚勭鐢佃剳娓告垙涔嬩腑錛屽湪娓告垙涓紝鐢婚潰鐢卞嚑鐧懼儚绱犵粍鎴愮殑綆鍗曞浘鍍忓埌鐜板湪鐨勬瘡涓甯у浘鍍忎腑鎵鍖呭惈鐨勪笂鍗冧竾涓杈瑰艦錛岃繖欏規妧鏈墍鍋氱殑涓鍒囬兘鏄負浜嗘父鎴忥紝鑰屾父鎴忔墍瑕佸甫緇欑帺瀹剁殑灝辨槸鏈鐪熷疄鐨勬劅鍙楋紝鑰屾垜浠洰鍓嶇殑鍥懼艦澶勭悊鎶鏈兘甯︾粰鎴戜滑鐪熷疄鐨勬劅鍙楀悧錛?/span>
PPU
錛氭父鎴忚嚦涓?/span>
鍦ㄦ父鎴忎腑錛岀壒鍒槸鍦?/span>
3D
娓告垙涓紝鐪熷疄鎬у線寰鏄渶瑕侀珮鏍囧噯鐨勭‖浠惰鏂芥墠鑳借揪鍒扮殑銆備笉鐭ラ亾鍚勪綅鍠滅埍鐜╂樉鍗″拰
3D
娓告垙鐨勭帺瀹惰涓嶈寰楋紝鍦?/span>
3DMark 03
嫻嬭瘯杞歡涓湁鐫涓涓祴璇曞満鏅紝鍦ㄤ竴涓爲鏈ㄨ寕瀵嗙殑澶ц嚜鐒朵腑錛岄槼鍏夋櫘鐓э紝鏈夌潃娌蟲祦鍜屽悇縐嶆鐗╋紝鍗佸垎婕備寒銆傜浉淇$敤
3DMark 03
嫻嬭繃鏄懼崱鎬ц兘鐨勭帺瀹朵竴瀹氶兘浼氳寰楀惂銆傝繖涓騫呭満鏅腑錛岀敾闈㈢敱娌蟲祦涓漿鍏ュ埌宀鎬笂鍦烘櫙浠ュ悗錛岀浉淇″ぇ瀹跺氨浼氬彂鐜板撫鏁頒笅闄嶅緱闈炲父鍒╁錛屾ц兘杈冨ソ鐨勬樉鍗″ぇ姒傚彲淇濇寔鍦ㄦ瘡縐?/span>
20
锝?/span>
30
甯у乏鍙籌紝鑰屾櫘閫氱殑浣庣鍏ラ棬綰ф樉鍗″氨鏈変簺鎯ㄤ笉蹇嶇澒浜嗐傝繖鏄負浠涔堝憿錛熼鍏堬紝榪欏箙鍦烘櫙涓嫢鏈夊ぇ閲忕殑澶氳竟鍨嬭綆楀拰澶氳竟鍨嬭創鍥懼拰涓涓珮浜害鍏夋簮榪涜鍏夌収錛岃繖浜涜綆楁湰鏉ュ氨鐩稿綋鍗佸垎鑰楄垂緋葷粺璧勬簮錛屼絾鏄繖鍏朵腑榪樻湁涓涓潪甯擱噸瑕佺殑鍥犵礌灝辨槸鍔犲叆浜嗛鐨勮繍鍔ㄣ傚綋鏍戝彾鍜屾鐗╁彈鍒伴鐨勫獎鍝嶈屽乏鍙蟲憜鍔ㄨ搗鏉ワ紝榪欏叾涓娑夊強鍒板ぇ閲忕殑鐗╃悊璁$畻錛屽寘鎷爲鍙舵憜鍔ㄧ殑騫呭害錛岄鍔涚殑澶у皬錛岄鐨勬柟鍚戝拰闃誨姏絳夌瓑銆?/span>
GPU
鍦ㄥ鐞嗗悇縐嶅浘褰㈣綆楃殑鍚屾椂榪樿璐熻矗鍘昏繍綆楄繖浜涚墿鐞嗗彉鍖栵紝鑰?/span>
GPU
鐨勮繍綆楁ц兘鍦ㄥ彈鍒扮墿鐞嗗鐞嗙摱棰堟椂灝變細褰卞搷鍒板叾浠栫殑鍥懼艦澶勭悊鏁堟灉錛屾墍浠ュ氨浼氱洿鎺ュ鑷村撫鏁扮殑涓嬮檷銆傝屽湪澶у瀷鐨?/span>
3D
娓告垙涓紝涓轟簡浣挎父鎴忕殑鐢婚潰鏇村姞鐨勭湡瀹烇紝寮鍙戝皬緇勫氨浼氬湪娓告垙涓璁¤澶氭帴榪戠幇瀹炵殑鐗╃悊璁$畻錛屾瘮濡傦細鑷敱钀戒綋錛岀墿浣撹繍鍔紝絀烘皵嫻佸姩錛屽姏鐨勫弽寮逛互鍙婂悇縐嶇墿浣撻棿紕版挒絳夌瓑銆備絾鏄湪浼犵粺鐨勮綆楁満涓紝娓告垙鐨勭墿鐞嗚繍綆楀熀鏈笂鏄氳繃鐗╃悊寮曟搸鍔犱笂
CPU
澶勭悊鍚庣殑鐗╃悊鍙傛暟鍚庡啀鍙嶉鍒頒腑娓告垙涔嬩腑錛岃繖縐嶆柟寮忓線寰鍦ㄩ亣鍒板ぇ瑙勬ā鐨勭墿鐞嗚繍綆楁椂灝變細鍑虹幇榪愮畻鐡墮錛岃繖涔熷氨閫犳垚浜嗘父鎴忎腑涓鏃﹀嚭鐜板ぇ閲忕墿鐞嗚繍綆楁椂錛屽撫鏁板氨浼氭槑鏄句笅闄嶃傞偅涔堝鏋滄潵瑙e喅榪欎釜闂鍛紝鍦?/span>
G a me Developers Conference
錛堜互涓嬬畝縐?/span>
GDC
錛?/span>
2005
娓告垙寮鍙戣呭ぇ浼氫笂錛屼竴瀹舵潵鑷編鍥界殑鍗婂浣撶敓浜у巶鍟?/span>
AGEIA
緇欐垜浠竴涓潪甯稿ソ鐨勭瓟妗堬細
PPU
銆?/span>
浠涔堟槸
PPU
鍛紵
PPU
灝辨槸
Physics Processing Unit
錛堢墿鐞嗚繍綆楀鐞嗗櫒錛夛紝濡傛灉
CPU
鏄負浜嗚揪鍒版洿蹇殑榪愮畻閫熷害錛?/span>
GPU
鏄負浜嗚揪鍒版洿濂界殑鍥懼儚鏁堟灉錛岄偅涔?/span>
PPU
灝辨槸涓轟簡浣挎父鎴忔洿鍔犵湡瀹炪傚湪浠ュ墠鐨?/span>
3D
娓告垙涓紝澶у鏁扮殑鑳屾櫙鍜岀墿浣撻兘鍙槸涓浜涙姝葷殑璐村浘鏁堟灉錛屾鏃犵湡瀹炴劅鍙█銆傝屽湪鍘誨勾鍙戝竷鐨?/span>
FPS
娓告垙澶т綔
Half Life 2
錛堝崐鏉″懡
2
錛変腑錛屾父鎴忓紑鍙戝晢灝辯粰浜嗙帺瀹朵滑涓涓潪甯哥湡瀹炵殑鐗╃悊涓栫晫銆備綘鍙互鍦ㄦ父鎴忎腑鎹¤搗涓涓簾綰哥洅錛岀劧鍚庢妸瀹冩姏鍚戣繙澶勶紝鐒跺悗鍙互鐪嬭瀹冩挒鍑誨埌澧欏浠ュ悗鍙嶅脊鍒頒笂鍦伴潰涓婏紝婧呰搗涓闃電伆灝樸傛帴榪戜簬鐪熷疄鐗╃悊鏁堟灉浣垮緱娓告垙涓嶅啀鏄敱涓涓釜鐨勮創鍥劇粍鎴愶紝浠諱綍鐗╀綋閮芥槸鍙Щ鍔ㄧ殑錛屽畠浠兘閬靛畧鐫娓告垙涓殑鐗╃悊鍙傛暟錛岀粍鎴愪簡涓涓滅湡瀹炩濈殑娓告垙涓栫晫銆?/span>
3D
涓栫晫鐨勫彂灞曞彶
3D
娓告垙鐨勫嚭鐜幫紝璇寸櫧浜嗭紝涔熷氨鏄負浜嗚拷姹傜湡瀹烇紝涓轟簡璁╁箍澶х殑鐜╁鑳藉鍏ㄨ韓蹇冩姇鍏ュ埌娓告垙涔嬩腑銆傝屾父鎴忎駭涓氱殑涓嬈¢噸瑕侀潻鍛戒篃灝辨槸浠庨偅涓鉤闈㈢殑
2D
鐣岄潰杞崲鍒頒竴涓珛浣撶殑
3D
涓栫晫銆傝屽湪榪欐闈╁懡涓紝鏈夎璁稿澶氳浜轟滑闅句互蹇樻鐨勫悕瀛楋細
3dfx
銆?/span>
Voodoo
銆?/span>
3D
鍔犻熴?/span>
铏界劧
3dfx
騫朵笉鏄?/span>
3D
鎶鏈殑鍒涘鑰咃紝浣嗘槸鏄畠璁╀漢浠浣忎簡鍒板簳浠涔堟墠鏄湡姝g殑
3D
娓告垙銆?/span>
1997
騫達紝絎竴鍧?/span>
3D
鍔犻熷崱
Voodoo
闂笘浜嗐傚湪閭d釜鍙潬
CPU
鏉ュ畬鎴愬ぇ閲忓浘褰㈣綆楃殑鏃朵唬錛?/span>
Voodoo
璁╀漢浠璇嗗埌浜?/span>
3D
鍔犻熸妧鏈殑欖呭姏錛屽悇縐嶆護闀滄晥鏋溿佹х嚎榪囨護銆佹姉閿嬌絳?/span>
3D
鐗規晥鎶鏈妸
3D
娓告垙鐨勭敾闈㈡彁楂樺埌浜嗕竴涓叏鏂扮殑灞傛錛屼漢浠篃緇堜簬鏄庣櫧浜嗭紝鍘熸潵榪欐墠鏄湡姝g殑
3D
娓告垙銆傝繖涓嬈¢潻鍛斤紝涔熷甫鍔ㄥ浘鍍忓鐞嗘妧鏈殑椋炲揩鍙戝睍錛屼篃閫犲氨浠婂ぉ鐨?/span>
nVIDIA
銆?/span>
ATI
絳夎憲鍚嶅巶鍟嗐傝櫧鐒?/span>
3dfx
澶辮觸浜嗭紝浣嗘槸瀹冪殑鍏夎緣鏄棤娉曟姽鍘葷殑銆傚畠璁?/span>
3D
娓告垙褰誨簳鐨勬憜鑴變簡
CPU
鐨勮蔣鍔犻燂紝涔熶嬌寰楁樉鍗¤繖涓浜х墿鎴愪負浠婂ぉ鐢佃剳涓殑閲嶈緇勬垚閮ㄥ垎銆?/span>
鐢變簬
3dfx
鍐呴儴綆$悊涓嶅綋錛屾渶緇堣繖涓柉鐙傜殑鏃朵唬榪樻槸鎱㈡參鐨勫鉤闈欎笅鏉ワ紝琚幇鍦ㄧ殑鏄懼崱宸ㄥご
nVIDIA
鎵鏀惰喘錛屽湪鍘嗙粡浜?/span>
3D
鍔犻熸椂浠d互鍚庯紝鍥懼艦澶勭悊鎶鏈殑鍙戝睍瓚嬩簬騫蟲貳璧鋒潵錛岃櫧鐒惰繖鏈熼棿榪樻槸鏈夎鐜╁鍏村鐨勪笢瑗垮嚭鐜幫紝浣嗘槸濮嬬粓灝戜簡鍍?/span>
Voodoo
閭g璁╀漢鐥磋糠鐨勬劅瑙夛紝鑰屽浘鍍忓鐞嗘妧鏈彂灞曞埌浠婂ぉ錛屼粠褰撳勾鐨?/span>
3D
鍔犻熸妧鏈埌浠婂ぉ鐨?/span>
GPU
錛?/span>
3D
澶勭悊鎶鏈篃鍘嗙粡鏁頒唬錛屾妧鏈彂灞曚篃鏄棩鏂版湀寮?/span>
錛屼絾鏄緇堥毦浠ユ憜鑴卞綋騫?/span>
3dfx
鎵鐣欎笅鐨勫獎榪癸紝鎴戜滑瀹屽叏鍙互鐩鎬俊錛?/span>
Voodoo
鏄笉鍙浛浠g殑銆?/span>
鑰屼粖澶?/span> PPU 鐨勫嚭鐜幫紝璁╀漢浠啀涓嬈$殑鐪嬪埌浜嗗浘鍍忓鐞嗘妧鏈殑鏂板嚭璺紝涓嶅啀鏄儚浠ュ墠涓鏍峰彧鏄崟涓鐨勫伐鑹鴻繘姝ャ侀鐜囨彁鍗囥佺綰垮爢鍙狅紝鑰屾槸閲囩敤浜嗕笉鍚屾柟寮忕殑澶勭悊鎶鏈備互寰娓告垙鐨勭墿鐞嗚繍綆楅兘鏄緷闈?/span> CPU 鏉ヨ緟鍔?/span> GPU 鏉ヨ繘琛岀墿鐞嗚繍綆楋紝浣嗘槸 GPU 鏈韓鐨勫鐞嗗氨宸茬粡闈炲父綣佸繖錛岃屽姞鍏ヤ簡 PPU 浠ュ悗錛?/span> GPU 渚挎憜鑴變簡鑰楄垂璧勬簮鐨勭墿鐞嗚繍綆楋紝鑰屽彧璐熻矗榪涜鍥懼儚鐨勬覆鏌撳拰鏄劇ず錛岃?/span> PPU 璐熻矗榪涜鍗曠嫭鐨勭墿鐞嗚繍綆楋紝 CPU 鍒欒繘琛屼袱鑰呬箣闂寸殑緇煎悎鍗忚皟錛岃揪鍒板畬鍏ㄤ簰琛ユ晥鏋滐紝浣垮緱娓告垙鐨勮〃鐜版洿鍔犳帴榪戜簬鐪熷疄銆?/span> PPU 鐨勫嚭鐜板張灝嗘槸涓杞柊鐨?/span> 3D 鎶鏈潻鍛斤紝鑰屽皢鐗╃悊璁$畻鍜屽浘鍍忓鐞嗗垎寮榪愮畻鍙互鍒涢犲嚭鏇村姞鐢熷姩鐨勫拰鐪熷疄娓告垙鐜銆傝岀帺瀹朵篃灝嗕綋楠屽埌鍍忕數褰變腑鐨勪竴鏍風殑澹鍦洪潰錛屽悇縐嶇墿浣撶垎鐐搞佹挒鍑匯佸緩絳戠墿鍊掑絳夌瓑銆傛湁浜?/span> PPU 鐨勮緟鍔╀互鍚庯紝鍙互寰堣交鏉劇殑瀹炵幇鍚勭澶嶆潅鐨勭鎾?/span> %B
鏅氫笂涓嶆兂鐪嬩簡錛屾墍浠ュ氨鍏ㄩ兘 copy 榪囨潵浜嗭紝鐣欑潃鏄庡ぉ鐪嬨傛仼銆?/span>
Lua
鐢ㄦ埛紺懼尯
: http://lua-users.org
錛屾彁渚涗簡涓浜涚涓夋柟鍖呭拰鏂囨。銆傛湁寰堝濂界敤鐨勫伐鍏鳳紝
http://lua-users.org/wiki/LuaAddons
錛屽寘鎷?/span>
Development environments
銆?/span>
Code wrappers
銆?/span>
Tools
銆?/span>
Documentation
絳夈傝祫婧愰潪甯鎬赴瀵屻傛湁鍏磋叮鐨勬湅鍙嬶紝涓瀹氳鍘繪窐閲戯紒
鏈榪戞兂鐮旂┒涓涓嬨傛仼銆?/span> Lua 鏄憽钀勭墮璇噷鐨?/span> moon 鐨勬剰鎬濄?/span>
What is Lua?
Lua is a powerful light-weight programming language designed for extending applications. Lua is also frequently used as a general-purpose, stand-alone language. Lua is free software.
Lua combines simple procedural syntax with powerful data description constructs based on associative arrays and extensible semantics. Lua is dynamically typed, runs by interpreting bytecode for a register-based virtual machine, and has automatic memory management with incremental garbage collection, making it ideal for configuration, scripting, and rapid prototyping.
A fundamental concept in the design of Lua is to provide meta-mechanisms for implementing features, instead of providing a host of features directly in the language. For example, although Lua is not a pure object-oriented language, it does provide meta-mechanisms for implementing classes and inheritance. Lua's meta-mechanisms bring an economy of concepts and keep the language small, while allowing the semantics to be extended in unconventional ways. Extensible semantics is a distinguishing feature of Lua.
Lua is a language engine that you can embed into your application. This means that, besides syntax and semantics, Lua has an API that allows the application to exchange data with Lua programs and also to extend Lua with C functions. In this sense, Lua can be regarded as a language framework for building domain-specific languages.
Lua is implemented as a small library of C functions, written in ANSI C, and compiles unmodified in all known platforms. The implementation goals are simplicity, efficiency, portability, and low embedding cost. The result is a fast language engine with small footprint, making it ideal in embedded systems too.
Lua is designed and implemented by a team at PUC-Rio, the Pontifical Catholic University of Rio de Janeiro in Brazil. Lua was born and raised at Tecgraf, the Computer Graphics Technology Group of PUC-Rio, and is now housed at Lablua. Both Tecgraf and Lablua are laboratories of the Department of Computer Science.
'Lua' means 'moon' in Portuguese and is pronounced LOO-ah.