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Some New Lawmaker Screens |
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Wednesday, 13 July 2005 |
It has been quite busy here at Darkroom Studios. After the web-site launch, we got some great feedback from the gaming community. In the next couple weeks, we plan to release a movie teaser that will show Lawmaker in action. Otherwise, here are a couple new teasers for your viewing pleasure.


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Welcome to the web-site launch of Darkroom Studios… |
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Saturday, 02 July 2005 |
Darkroom Studios is a software development company geared toward providing solutions for current and next-generation game systems.
Today, Darkroom Studios is located outside Dallas, TX, and is in the process of developing our featured game, LAWMAKER. For more information regarding LAWMAKER, please visit our DARKROOM GAMES SECTION of this site.
If you’re really into gaming or would just like to see additional teasers of LAWMAKER, please REGISTER with Darkroom Studios.
Once you have registered, you will have access to the REGISTERED LAWMAKER MEDIA section in your Darkroom User Menu.
- Registered members will have access to additional media not publicly posted to the LAWMAKER SECTION of this site. The media content provided for the registered users will eventually be posted to the public and updated with new content.
- Receive Email Alerts on Lawmaker.
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Open Dynamic Engine (ODE) Integration |
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Thursday, 23 June 2005 |
We have yet another great milestone to put in our back pocket. Darkoom Studios has recently integrated the complete Open Dynamic Engine with the Omnibus Technology Suite. The science of matter and energy and their interactions are now apart of our technology and tools.
For most of you that aren't familiar with the ODE engine, 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.
Games like BloodRayne2, Pedal to the Metal, and Hellforces are currently integrating ODE in their engines.
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The MOON is Here - Lua \ Luabind Integration |
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Thursday, 23 June 2005 |
For game coding and scripting reasons, Darkroom has fully integrated the complete LUA programing language with the Omnibus Technology Suite. This enhancement to our code base will help acclerate game developers to fully employ the power of Lua and OOP to develop their game code.
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, interpreted from bytecodes, and has automatic memory management with 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 Tecgraf, the Computer Graphics Technology Group of PUC-Rio (the Pontifical Catholic University of Rio de Janeiro in Brazil). Tecgraf is a laboratory of the Department of Computer Science.
Lua means moon in Portuguese and is pronounced LOO-ah.
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