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- Subject: Interrupting lua execution
- From: "Chris" <jlsfjs@...>
- Date: Sun, 10 Nov 2002 03:48:17 +0100
after the VERY usefull help from Björn De Meyer I'm really considering lua
as a first choice for my (small and parttime) game project...
Six months ago I've done some tests with a skeleton application just to wrap
and handle C++ <--> lua calls and that was fine.
But, now I'm facing another problem. My first idea was (as in this skeleton
app) to attach a script context to every instance of a class that would need
For example :
CWorld (1 instance)
CScene (few instances)
CCharacter (several instances)
CItems (many instances)
Each C++ instance run its own lua context. This is very easy to do and very
clean to code. But unfortunately I have now a main render loop that can't
wait for a script to spend too long in its bytecode run. I can control which
instance is eligible to call lua (or maybe next time if we allready spent
too long in the instances loop)
How could I do to interrupt a vm and switch it back later to continue
execution ? Is the debugger hook the one and only solution ? Is the overall
idea ok ?
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