|While this may be connected to Lua, it has nothing to do with MUSHClient. Try some place like The LUA Language Board:|
of one of the others you can find using the words 'lua' and 'forum' in google.
Oh, and BTW. The reason the 'example' doesn't produce anything, if I had to guess, is that the guy who made the page wrote the sentence in a confusing way. It should probably have been more like:
Above are some screenshots of what the program looks like in action. Below is a simple example of the code you might use, but doesn't 'actually' do anything.
Personally, while it looks vaguely interesting, until the guy can show some real examples, the only thing this seems to have going for it is the use of Lua. Programs like POV-Ray www.povray.org have been around for years and specifically avoid OpenGL and DirectX, as do nearly all programs like Maya, when producing a final image, because the OpenGL and DirectX systems where designed for animation and games, not photorealism. Basically, all professional systems use a physics based system, though some of the cheaper ones use a hybred, which fakes some things with the card, to speed things up slightly, but still does much of the final result using a physics system.
So, you might be asking, why if its so much better do they not make cards that do that? Well... They do. The problem is that they are so little used that there is little desire to improve them as fast or as much as OpenGL and DirectX based cards, which are 'good enough' for games and the initial design step of movies, as well as most things like architecture. Also, finding software to use the cards would be almost impossible. And finally, the cheapest of them is probably slower than POV-Ray, which costs nothing, while the card costs maybe 5-6 times what a single, brand new and best of the best, gaming machine would. Game machine = $1,200 more or less, 'one' physics based card, by itself = $6,000-$7,200, just at a rough guess. ;)
Anyway, while Doris looks interesting, its also a dime a dozen type project. Everyone now a days is designing something that uses OpenGL or DirectX, then patting themselves on the back for managing to use something that was 'specifically' designed to be easy for even a moderately skilled game developer to manage. lol I am still looking for a true opensource and non-comercial restricted physics based raytracer though. I guess that makes me, by todays stadards, insane. ;)