I appreciate the answer to this question might be a little too broad for SE, but hopefully someone can point me in the right direction.
I'm developing a small scripting language for use in my game engine, and naturally in order to do really useful things with it, it needs to hook into actual C++ functions in my game.
For example, say I have an Inventory class, with a public function, checkItem(itemID) that is designed to check whether a certain item is in the current inventory or not.
I'd love to be able to define a scripting function that calls the built-in checkItem function for its value during some script's lifetime. Is there a standard / simple-to-implement procedure for doing this? Something that has a similar effect to LuaBind, for example?
I can of course add instructions to my scripting VM that call the functions internally, but this will make the VM a bit of a mess and require implementing separate operations for each function I wish to call.