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- Subject: RE: How do the different C++ helper templates, code generatorscompare?
- From: "Joshua Jensen" <jjensen@...>
- Date: Tue, 23 Dec 2003 10:43:40 -0700
If your goal is to mirror your C++ class hierarchy, luabind will work well.
Frankly, I've found that C++ interfaces are more complicated than scripting
environment interfaces ought to be, so I make a custom set of
access/manipulation script functions. If that's the case, Luna or LuaPlus
could be a better alternative.
Josh
> -----Original Message-----
> From: lua-bounces@bazar2.conectiva.com.br
> [mailto:lua-bounces@bazar2.conectiva.com.br] On Behalf Of Asko Kauppi
> Sent: Tuesday, December 23, 2003 10:33 AM
> To: Lua list
> Subject: Re: How do the different C++ helper templates, code
> generatorscompare?
>
>
> I'd start with the interfaces (but then again, that's me..).
> Making sure your current script/C interface is clear and
> logical. It's probably easier to brush that up first, then
> rewrite the scripts in Lua. Also, this would help you realize
> if there are some places in the C code where integration to
> Lua would require special care or techniques (s.a. metatables
> to make 'live' object instances between the two worlds).
>
> -ak
>
> Jarrod H. Roberson kirjoittaa tiistaina, 23. joulukuuta 2003, kello
> 18:32:
>
> > I am working on adding Lua to an existing game engine (
> isn't everyone
> > )
> > to replace the proprietary scripting language that it uses.
> >
> > Since there is so much code to "port" over, any suggestions
> on where
> > to start. I have the Luna template and it seems to work great, any
> > comments on the others pro's/con's of using the template
> inheritance
> > over one of the code generators?
> >
> > Thanks
> >
> >
> > --
> > Jarrod H. Roberson
> >
>
>