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by daenz
4444 days ago
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This was refreshing. I'm struggling with the same problem...I've embedded Lua in my C++ engine for high-level scripting. Unfortunately, as my scenes became more and more complex, I found myself struggling with representing the inheritance hierarchies in Lua, as well as things like object ownership/gc (resorting to passing around shared_ptrs in Lua userdatas). And for each new data type, I had to write the same old C++ boilerplate to make it available in Lua the way I needed to. The complexity is getting to be too much. I think this article is going to push me to strip out the embedded Lua from the engine and use plain old C++ as well. Great read! |
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In general, it seems to be a red flag if a single thread of logic runs back and forth between host and scripting contexts.