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Showing posts from November, 2017

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I'm doing a major refactor of the way Lua is glued to C++.  The old way required me to pass in the object as a parameter.  Example: SpawnActor(Logic.this, "Sonic").  I've creating a method in my Lua Manager that now binds a class and the specified methods to Lua.  It now feels more natural: g_logic.SpawnActor("Sonic").  I'm not sure what it is about linking Lua to C++, but it's surprisingly a ton of fun.  I have a feeling I'm going to spend a lot of time working on it.