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- Subject: Re: Embbeding LUA/multithread
- From: "Sebby " <beast@...>
- Date: Thu, 11 Jan 2001 15:09:48 -0000
Hi.
I have tried implementing the same thing for a game engine. There
also has been many threads about this subject in the past. Basicaly
there is 2 approaches. One is to use co-routines and seperate the
global and "thread" specific components of a Lua state. The other is
to make Lua non-recursive (which will probably be implemented in
Lua's next version).
I have posted some code snippits from my engine a few months ago and
there has been sevral discussions about the subject so i suggest
searching a few months back in the mailing list archives (or use
www.egroups.com to do a search).
If you have aditional questions, don't hesitate to ask me.
Sebastien St-Laurent
Software Engineer, Z-Axis ltd.
sebby@velocityhsi.com
>
> Hi !!! I'm new on the list. My name's David. I'm trying to
> embbed LUA 4.0 on my game engine and I've got a problem:
> I need to run many scripts at the same time concurrently on
> the same lua_state. This is so 'cause I register many functions
> that would act as an API interface from LUA scripts to my engine.
> The problem is that Lua seems not to support concurrent access
> to states. Is this true ? Is there any way to implement this ?
>
> Since now I'm creating a new state for each script. Then I
> register the API functions on EVERY state, and launch the
> script. As I create a new state for every script running, I
> have to register ALL the API functions (near 300) for each
> script run and I can't use global variables. Loosing global
> variables are not a problem, but I don't like to register
> the functions each time.
>
> Any Idea ? Thax 8)