I have managed to cast my class into lua and that seems to work fine, however, i want to cast it back to a c++ class?
now i thought i could do the following from a luabind:bjectCode:void cEntityManager::addEntity(luabind::object const& ent)
cEntity *thisEnt = luabind::object_cast<cEntity*>(ent);
tbh im not sure if this is what i want anyway. i wanted to create an entity component system where i could create new components and new entities in lua and have my engine process and run them. however im finding it difficult to find good examples of it.
should i just be storing luabind objects(derived from class entity) instead of c++ class entities and have the engine process the objects as lua? is there a way i could typecast the object back to a c++ class while still maintaining the lua overrides?
any help on this would be greatly appreciated, I have read a lot on this topic and i think my brain is overburdened with too many conflicting ideas and concepts
Luabind and Entity/Components
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Posted 21 June 2014 - 10:18 AM