lua-users home
lua-l archive

Re: [Proposal-ish?] Lua should bind the Lua C API as a Lua module

[Date Prev][Date Next][Thread Prev][Thread Next] [Date Index] [Thread Index]


On 2017年11月28日 03:06 AM, Sean Conner wrote:
It was thus said that the Great Soni They/Them L. once stated:
Some game developers would significantly benefit from a slightly
stripped-down[1] Lua C API as a built-in Lua module, as it would give
the ability to create perfectly-isolated sub-states from Lua.
It is technically possible to implement this in pure-Lua as it currently
stands, at a hefty amount of overhead, both in terms of code/maintenance
overhead, and CPU time. (it basically involves reimplementing the
debug.* API by checking if the given function is a valid target for the
debug API, and carefully wrapping host functions so they look like C
functions to the guest, and so on.)
[1] - We don't want to expose luaL_newstate, we want lua_newstate to use
the current state's allocator and stuff, and things like that.
 As I said to you in June of 2015 [2]:
 Then wrap Lua up into a module:
 And in September of 2015 [3]:
 I think I may have mentioned this before, but wrap Lua in Lua.
 After two years of no one biting on this, I think the onus is on you to
provide this instead of asking other people to do the work.
 -spc (Think of all the accolades you'll get from the game developers ... )
[2]	http://lua-users.org/lists/lua-l/2015-06/msg00573.html
[3]	http://lua-users.org/lists/lua-l/2015-09/msg00341.html
I can't make it part of the standard libraries. So I have to ask for it.
https://github.com/keplerproject/rings
--
Disclaimer: these emails may be made public at any given time, with or without reason. If you don't agree with this, DO NOT REPLY.

AltStyle によって変換されたページ (->オリジナル) /