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- Subject: Re: c++ scripting extension questions
- From: "Robert Sadedin" <serenity@...>
- Date: Mon, 1 Apr 2002 17:04:11 +1000
I'd love to try it out, Gambit, but I don't have authority to download your
luadata.tgz file it seems.
----- Original Message -----
From: "Gambit" <email@example.com>
To: "Multiple recipients of list" <firstname.lastname@example.org>
Sent: Sunday, March 31, 2002 3:36 PM
Subject: Re: c++ scripting extension questions
> I have a small little C++ wrapper that uses templates to do 99% of the
> for you located at http://www.rm-f.net/~gambit/lua/ It's just a technical
> exercise, if you're interested I could upload the full versions which
> includes GC work and support for multiple simultaneous interpreters. This
> is what I'm using for my "game" project. Though I haven't done any speed
> analysis, etc., of the mechanism, and it might be terribly slow, it should
> at least give you an idea as to one possible route to take.
> Best of all, it doesn't require any crazy parsing of your code, using
> instead some crazy template logic to do all that for you :D
> At 01:17 PM 3/31/2002 +1000, you wrote:
> >I'm sure this has been asked and answered many times, but I could not
> >locate a clear answer in the message archives.
> >Can I use lua as an ebedded scripting language in my c++ code, such that
> >my lua scripts have access to my c++ objects, and can call member
> >functions, etc?
> >I want to control the game objects, created in the main c++ code, through
> >the script, but don't know if pointers to objects can be accessed within