Recent updates
Frequently Asked Questions
What is the current state of development?
Luxinia is currently not a full-time project for game middleware use. It is mostly used in research for the authors' personal work, or free-time experiments with game ideas or rendering techniques. Therefore development and goals undergo quite some fluctuations. If you want to have fun with a lua-scriptable game engine, try it and play around. If what you get is sufficient for your needs, you can consider commercial development with luxinia "as-is". If you need things beyond this (guaranteed support, certain features...) luxinia in it's current stage may not be suited for you. However the engine will become fully open-sourced in early 2010.Can I have/buy the c-source code of Luxinia?
In 2010 luxinia becomes opensource (New BSD license).What about Linux and Mac Os X support ?
We intend to provide both Linux and Mac ports. Priority for the ports is relatively low and will come after the main tools and features are done for the windows version.Can I release Luacode under the terms of the GPL
If you are using the Free License the answer is no. If not, you can do so. The reason is, that we provide the engine for free to let the whole community benefit and not only the ones who are using the free license anyway - any code you deploy in readable from with the free version should be able to be put into a commercial product. If you don't like this, you can pre-compile the lua sources.So you want me to make games that can be sold by someone else?
No. You will always keep your copyright on your game content and the gameidea itself (it is up to you to protect your intellectual property). But any knowhow you use (how things are managed) should be free for use for anyone.I need the feature ... - can you add it please?
It depends on the kind of the feature, how complicated the feature is and how usefull it is. You can ask for features but there's no guarantee that we add a certain feature.What kind of games can be made with Luxinia?
Anything but (complex) egoshooters or huge simulations with very complex scenes (many entities, physics.. luxinia is not crysis).Can you make me a game?
Depends on your paying(!).Luxinia doesn't start, can you help me?
Unfortunately not really. Make sure that you have the latest drivers for you graphics adapter. Luxinia requires at least a GeForce? 1 and a processor with at least >500 Mhz or equivalent. You may see some errors in the luxinia.log regarding a failed start.Why does it run not as fast as other engines on my über machine ?
We havent finalized optimizations yet. But the fact that LUA is an interpreted language and that our engine is quite flexible from the outside, are reasons it cannot be as fast as a fully optimized pure C/C++ game. Access from outside and ease of use, have its price. Nevertheless we work hard on making it faster and use latest hardware gadgets to a better extent, without sacrificing the "use it for anything" idea it is built on.What about the source codefiles in the scripts directory of Luxinia? What license are they?
Consider the source that is published with MIT license. Simply forgot to write a header in these files.Can I modify the ... demo from the default package and sell it?
No. You can use the code, but not the artwork. If you are interested in modifying the xmas game for sponsoring purpose you must contact us. As said before: The code is free but the artworks keep their copyright and may not be distributed without the authors permission.Can I port Luxinia for you to Linux/Mac?
Sorry but no. Luxinia is closed source. As said before, we plan to port Luxinia to these plattforms.How is the performance on older machines ?
We did a little benchmark with version .94 on a Pentium3 500 MHz?, 128 MB RAM, Geforce2 MX100?/200 AGP 2X 32 MB.640x480x32 windowed (fullscreen should give some extra fps).
Clocking the cpu at 333 MHz? resulted in a loss of 5-10 fps.
Xmas:
1200 Static objects
5.5 MB Texture memory used (compressed, uncompressed about 16 MB)
Most surfaces single textured and lit by one vertexlight, but also several multitextured surfaces, 1 shadow texture projector, fog enabled for all surfaces
- GameScene? (Santa flying above):
~ 350 visible objects, 35.700 triangles, 650 particles, 2 animated and 2-weight skinned characters with approximately 20 bones each.
25 fps - CarTest? (Truck driving):
~ 250 visible objects, 30.000 triangles, 600 particles, 5 physics-controlled objects (truck)
28 fps - CarTest? Far (camera moved away to look down on full city):
~ 800 visible objects, 100.000 triangles, rest as above
18 fps
130 objects, non-textured, vertex-lit by one light.
- level 1:
1800 triangles, 38 physics controlled objects
2-5 active physics objects 30-60 fps, 10-20 active objects 10-20 fps. Physics load depends a lot on inter-collisions between objects.

