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The tarball is just the two source files already located in the directory :) I've changed the permissions though, if you'd like to d/l it as a single file.
-G


At 05:04 PM 4/1/2002 +1000, you wrote:
I'd love to try it out, Gambit, but I don't have authority to download your
luadata.tgz file it seems.

----- Original Message -----
From: "Gambit" <gambit@rm-f.net>
To: "Multiple recipients of list" <lua-l@tecgraf.puc-rio.br>
Sent: Sunday, March 31, 2002 3:36 PM
Subject: Re: c++ scripting extension questions


> I have a small little C++ wrapper that uses templates to do 99% of the work > for you located at http://www.rm-f.net/~gambit/lua/ It's just a technical > exercise, if you're interested I could upload the full versions which > includes GC work and support for multiple simultaneous interpreters. This > is what I'm using for my "game" project. Though I haven't done any speed > analysis, etc., of the mechanism, and it might be terribly slow, it should > at least give you an idea as to one possible route to take. > > Best of all, it doesn't require any crazy parsing of your code, using > instead some crazy template logic to do all that for you :D > -G > > At 01:17 PM 3/31/2002 +1000, you wrote: > >I'm sure this has been asked and answered many times, but I could not > >locate a clear answer in the message archives. > > > >Can I use lua as an ebedded scripting language in my c++ code, such that > >my lua scripts have access to my c++ objects, and can call member > >functions, etc? > > > >I want to control the game objects, created in the main c++ code, through > >the script, but don't know if pointers to objects can be accessed within lua. > >