Using Lua with C++. LuaBridge makes everything easier. Variables and functions

Why use Lua?

Using scripts with C++ is great. They provide lots of flexibility and free you from using those .txt files for your configuration files and also let you write complex functions. You can modify your scripts without recompiling. This is really important because you get distracted less often. Even a short compilation can break your concentration.
And you can even design your system that even those people who don’t know how to code can create new scripts or modify existing object behavior without modifying your source code! If you want to know more reasons of what makes Lua great read the beginning of this article.

I wrote about how you can develop your own binding library in previous chapters. But this library is very basic, it doesn’t have the power some other libraries have. It’s really hard to write your own binding because it usually involves lots of templates magic and meta-programming.

I’ve tested lots of libraries and found LuaBridge to be the most awesome. It has MIT license, doesn’t have any dependencies(like Boost which some libraries use) and it doesn’t require C++11. You don’t need to build it. Just drop LuaBridge folder in your project folder, include one header and you’re ready to go!

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re:Creation Week #0: Preparation

Week #1: Things are getting bigger!

This week I don’t think I’ve accomplished something really huge, because I’ve decided to finally rest after month of studying hard. But now I can work almost full-time so lots of changes will come, I guess.

But still, I’ve managed to develop some cool stuff.

Game

This isn’t really first week I’m programming this game. I’ve spent some month on engine and level editor, but this is the week I’m starting to see the game itself!

It’s called re:Creation. It’s oldschool top-down action rpg where you play as undead knight who wants to seek revenge for his death and free people from evil wizard who used trapped demon’s soul as the power source for 800 years. ¬†Here’s what was implemented:

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Using Lua with C++(Part 2)

Part 1. Why Lua is great and why you should use it. Writing simple wrapper/binding and using Lua for configuration files

Part 2. Getting arrays and calling Lua functions from C++

Part 2.5. Template getArray function and other modifications

Part 3. Calling C++ functions and creating C++ objects

And you can view source code here: https://github.com/EliasD/unnamed_lua_binder

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