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- Subject: Re: how to call lua scripts from C/C++ without recompiling each time?
- From: Kevin Meinert <kevin@...>
- Date: Tue, 2 Sep 2003 11:34:44 -0500 (CDT)
Thanks Peter, the code at
http://lua-users.org/lists/lua-l/2003-07/msg00082.html is very similar to
what I'm (now) doing with ref and getref, except my version of lauxlib in
lua 5.0 doesn't have the luaL_ versions of ref and getref (only the lua_
versions for 4.0 compatibility defined in lua.h).
I'll switch my code to use rawgeti instead, to avoid using the auxlib.
Any idea where luaL_ref is defined? is it in CVS only? or has 5.0
changed since I last got the 5.0 tarball? I didn't see a CVS link to try
to find it there.
kevin
On Tue, 2 Sep 2003, Peter Shook wrote:
>
> This may help:
>
> http://lua-users.org/lists/lua-l/2003-07/msg00293.html
>
> - Peter
>
>
> Kevin Meinert wrote:
>
> > In my game engine, I'm loading lua scripts using luaL_loadfile, then, to
> > execute, I run lua_pcall. If I execute the script again with lua_pcall,
> > it fails unless I call luaL_loadfile again before lua_pcall...
> >
> > I'm trying to avoid recompiling everytime I run a script, I'd like to run
> > pure bytecode each time.
> >
> > So, what I'm trying to use is lua_ref and lua_pushref, but lua_pushref
> > isn't defined in my copy of the 5.0 code from lua.org. I'm not even sure
> > this will work, but it looked promising.
> >
> >
> > Any ideas how to call lua scripts from C/C++ without recompiling each
> > time?
> >
>
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