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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.