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No matter how I structure the code I can't figure out a logic path that doesn't involve > creating global variables in my project so the Lua helper functions can access the core > of my engine. That's basically inevitable, given the required signature of functions registered to the Lua API. Data can only get in to the scope of a free function body via ...


This is not exactly an answer - rather a suggestion. A lot of game developers are shifting from LUA (it is slow and it forces you to push data back and forth). For example Star Citizen is using Runtime compiled C++ (actually they use Kythera which runs RCC++). RCC++ lets you script in C++ and reload your modified code on the fly, which - I guess - would ...

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