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Star Trek: revisited in Lua and Erlang

slides:none on file

Porting BSD Trek, the project uses gglobal to analyze the original C, ports core logic to Lua, then reimplements the game in Erlang (R16B03-1) as a gen_server-driven system. State is stored in dict/sparray records, a gen_server handles a timer tick 1s loop and processes commands; implemented short/long range sensors, impulse engines and phaser attacks and demonstrates Klingons firing asynchronously without player input. The demo works: enemies shoot and die, and the design avoids C pointer/loop pitfalls.

AI-written summary · about

  1. 0:00Intro
  2. 0:28Topics
  3. 3:09Why Star Trek?
  4. 5:21Then why BSD trek?
  5. 9:35Why Lua first?
  6. 15:27Good things about lua
  7. 18:55A bad thing about Lua
  8. 21:43Lua port caveats
  9. 22:51Redesign the game in Erlang/OTP: implementation goals of erltrek
  10. 25:23erltrek data structure
  11. 29:29shared-memory data structures
  12. 30:57Data flow in Erlang/OTP gen_server behaviour
  13. 37:17Tips: writing functions for Erlang/OTP gen_server
  14. 45:02Future goals
  15. 46:00Erlang tools
  16. 47:15Lua tools
  17. 47:46Acknowledgments
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