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Just define some functions in Lua code, dobuffer only once, and call the Lua
functions from C++ code... The Lua functions don't vanish anywhere after
dobuffer returns.


----- Original Message -----
From: "Jens Hassler" <>
To: "Multiple recipients of list" <>
Sent: Sunday, September 29, 2002 12:42 PM
Subject: efficient calling of lua code

> Hi there,
> I just read the last posts and found one mentioning lua_dostring() is
> not efficient for calling lua code in each game cycle.
> My game currently does the following:
> 1. load the clear text script into an array (script_buffer)
> 2. execute the script in each game cycle by calling:
>    lua_dobuffer(L, script_buffer, sizeof(script_buffer), "levelscript");
> This works very good, but rather slow. What would be a better way to do
> this? Can I load the script into memory (as I did) and compile it there
> (how?)?
> Thanks!
> Jens