I’m well into development on an iPhone game but as the scale of my project grows the level of complexity does as well. I would like to separate my project into high level game UI/Actions/Layout and low level libraries (i have some in ObjC & C). Looking at Corona it looks like a great high-level abstraction, as i’ve used the Lua/Engine separation in games before. However, to really make this work i need to be able to write libraries in ObjC or C/C++ to extend your runtime to allow me to call out from my Corona app in Lua to these native libraries (collision, generation, etc). Looking over the docs i don’t see any details as to how i can extend the system. Is this supported? Could you provide a simple HellowNativeWorld that calls out to a ObjC or C/C++ library that i can use as a template?
In addition, it would be very helpful while i’m doing my evaluation of Corona if i knew how it preformed in more graphically intense games. All of the games i see published so far are very low on the graphics side of things. My game has a bit more detail, triangles, and textures (i’m using OGL*ES) than what i see in your gallery right now. I would love to see a demo of something like the fish example running with 2k-10k fish so i could get an idea of the performance with a large number of sprites. Right now i can run the sim on my machine with 2k fish but i have no idea how this would perform on the iPhone so i have no way of evaluating if Corona will meet my performance requirements. Even just a quick Video of the fish demo running on a an iPhone (3G & 3GS) with 2K+ fish would be a start. However ideally i would like to be able to run them myself, and tweak it to more reasonably approximate my usecase so i can do a more accurate evaluation.
Thanks,
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