> Well in the single Lua state approach, you can just do something like:
> -Push the game object "frame" function
> -Push the object itself any any arguments to the function
> -Call using lua_call or lua_pcall
> once for each object that needs to be updated. So there isn't really
> any *need* for more than one Lua state. As long as you use a decent
> naming convention, global collisions shouldn't be an issue (and
> provide a way to share information between objects).
>
> However, using more than one state has the advantage that each state
> can run in its own OS thread. As computers add more CPU cores and
> become more oriented to parallel processing, being able to take
> advantage of all those cores is important. If you do this you can have
> multiple objects updating simultaneously, which should offer a
> significant speed boost if done well.
>
> Of course, you don't need one Lua state per object either. You might
> create one per CPU core, and then divide your objects into groups and
> use the single-state approach on each group.
>
>
> --
> Sent from my toaster.
Hi,
Thanks for your answers.
But, is their an easy way to create a local variable from C++ to Lua ?
I just found how to inject global variables with the setglobal function.
For exemple :
local self = theRefFromC++
And, I don't find how to call a specific function describes in a Lua Script
For example :
MyActor = {}
MyActor:Manage(Object)
end
How can I call this function and how can I be sure that there aren't any collisions with
another actor with the same script ?
Thanks,
Tim