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- Subject: Re: [Proposal-ish?] Lua should bind the Lua C API as a Lua module
- From: Sean Conner <sean@...>
- Date: Tue, 28 Nov 2017 00:06:49 -0500
It was thus said that the Great Soni They/Them L. once stated:
>
> Some game developers would significantly benefit from a slightly
> stripped-down[1] Lua C API as a built-in Lua module, as it would give
> the ability to create perfectly-isolated sub-states from Lua.
>
> It is technically possible to implement this in pure-Lua as it currently
> stands, at a hefty amount of overhead, both in terms of code/maintenance
> overhead, and CPU time. (it basically involves reimplementing the
> debug.* API by checking if the given function is a valid target for the
> debug API, and carefully wrapping host functions so they look like C
> functions to the guest, and so on.)
>
> [1] - We don't want to expose luaL_newstate, we want lua_newstate to use
> the current state's allocator and stuff, and things like that.
As I said to you in June of 2015 [2]:
> Then wrap Lua up into a module:
And in September of 2015 [3]:
> I think I may have mentioned this before, but wrap Lua in Lua.
After two years of no one biting on this, I think the onus is on you to
provide this instead of asking other people to do the work.
-spc (Think of all the accolades you'll get from the game developers ... )
[2] http://lua-users.org/lists/lua-l/2015-06/msg00573.html
[3] http://lua-users.org/lists/lua-l/2015-09/msg00341.html