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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