0
votes
1answer
71 views

How should I organize Lua scripts so that some entities do not have access to functions they shouldn't?

For my game in C++ I'm using different objects (like player, enemy, et cetera) which will have to be controlled by a Lua script. My problem is that if I were to write a function in my player script, ...
1
vote
1answer
204 views

How to store generic data in game database?

To clarify things a bit: I want to create a kind of database for my game, that simply is a class that stores all game-state information like object positions, player scores, etc. The main problem I ...
3
votes
1answer
360 views

How to transfer a luabind::object between two lua states

I store an object by a function call from Lua to C++ in first script in my application and after that I'll try to pass that object to other scripts and vice versa. A part of script class in C++: ...
5
votes
2answers
302 views

How to keep Lua bindings from cluttering up C++ code? [closed]

I'm writing a game engine that uses C++ and Lua (and Luabind). Currently, I'm writing all the bindings inside the constructor of the class being binded. I really don't like this because it's ...
2
votes
2answers
470 views

How to bind std::map to Lua with LuaBind

Is this possible in lua to achieve? player.scripts["movement"].properties["stat"] = "stand" print (player.scripts["movement"].properties["stat"]) I've done getter method in c++ with this approach: ...
1
vote
1answer
255 views

how to link a c++ object to a local variable in Lua

I'm completing my scripting interface with Lua, but recently I've stuck at some point. I have several functions for my Entitiy events like Update(). I have a function called create_entitiy() which ...
-1
votes
1answer
212 views

Overload C++ functions in lua [closed]

I have had a look around but I believe this to be impossible due to compile time of c++. However is it possible to have a class registered in lua and c++ that has a overload update function which I ...
0
votes
1answer
348 views

C++ formatted serialization [closed]

I've decided it's time to implement serialization in my simple engine but this has caused me many headaches for the past couple of days/weeks. My engine uses an entity/component based approach similar ...
1
vote
1answer
269 views

How can you implement Lua into your game? [closed]

I am trying to implement Lua into my game, but am having trouble. Say I have a weapon class, which is just a hollow shell, lacking real functions. I was thinking of creating an onFire function, which ...
3
votes
3answers
1k views

How should I manage the AI using lua scripts?

My game is in C++ and I want to make AI being managed by lua scripts, but I have no idea how should the scripts look like and the integration in C++. Should the script be like if ...
2
votes
0answers
924 views

Opening URL in browser using C++ with cocos2d-x in iOS [closed]

I'm banging my brain against the wonderful lib xport that is cocos2d-x from the original cocos2d iOS library. What I want to ask is how to open a web link in the safari browser? I don' know how to ...
2
votes
2answers
600 views

Scripting language with class instance support

I have come across the need to use a scripting engine for my C++ game, but after experimenting with many languages since the last few days, nothing has truly stood out as the obvious choice for a ...
3
votes
2answers
2k views

Calling C++ functions in Lua

I'd like to use Lua to write some scripts which should allow me, given the state of certain variables of a specific instance, to determine a number to be assigned to a variable of that instance. Let ...
2
votes
2answers
937 views

Game State Management using Lua

I want to be able to (only) define game states using Lua script, but I'm not sure how I should do it. Here's what I have in mind currently: For each state, I will create a .lua file that contains a ...
7
votes
3answers
1k views

Component based entity system API naming problems

My engine uses a component-based entity system internally, and I want to bind it to Lua for scripting. Now, I want to save people who write scripts for it typing work. In C++, to set the position of ...
3
votes
2answers
1k views

What shall I choose between CoronaSDK or AirPlay?

1st Question is I want to write a board game for iOS and Android so I'm coming up with CoronaSDK and AirPlay. Since I have a mac, development platform is not an issue but the problem is which one ...
4
votes
2answers
1k views

Accessing C++ class members with LuaPlus

I've implemented LuaPlus in my engine eventmanager successfully and really like the flexibility I gained. But I'm still not exactly where I want to be, because I can't link my c++ classes to a Lua ...
12
votes
5answers
3k views

What is the recommended library for using Lua from C++?

I am currently planning how to integrate Lua scripting in my 2D Game Engine, and i would like to go straight to the most adequate solution for having C++ classes and objects exposed. I've read this ...
6
votes
1answer
2k views

Entity system in Lua, communication with C++ and level editor. Need advice

I have a 2D basic editor written in Qt, and I'm in the process of adding entities. I want the editor to be able to receive RTTI information from entities to change properties, create some logic being ...
6
votes
1answer
1k views

Huge slowdown when running Lua as statically linked lib versus stand alone interpreter

I'm developing some algorithms in Lua which are run mostly in Lua (few calls to C++) and I'm noticing a huge slowdown when I'm running them from my app rather than the default Lua interpreter. The ...
6
votes
2answers
1k views

How do I build games with scripted actors?

The idea I have an idea for a game. A few games, actually, that can built on top of the same general design. There is a game world that the player and the other actors exist in. The player can get ...
4
votes
1answer
988 views

Defining GUI control event responses using Lua in C++

I'm using Irrlicht(C++) for a 3D engine, and it has a built in GUI system. The GUI events are something like this: switch(eventtype) case button_pressed:     stuff case ...