First off, template meta-programming frightens me. It frightens me badly. I tried the Beta 6 release (old) of luabind, and got compiler errors due to inclusion of a deprecated boost::mpl header. If you've ever seen an mpl compiler error, then you have known soul-wrenching terror. [grin] I enlisted snk_kid's help in #gamedev and got things sorted; turns out I needed to grab the latest CVS, which eliminates the deprecated dependency on apply_if, and everything was cheery.
So far, it is... interesting. After using tolua for so long, it feels strange to do things the way luabind does them, but I can see a lot of advantages. luabind integrates Lua code with the underlying C++ representations of things a lot tighter, even going so far as to allow Lua script to derive from C++ classes and overload virtual functions if desired. This is something evolutional and I have discussed briefly, and I have seen how it could be extremely useful. It's also easier to access native Lua objects and code from C++ code as well, as luabind provides an object to encapsulate a Lua object, with a hefty set of methods to fiddle with it. Personally, I believe that the less the C++ code fiddles with the Lua code the better; still, this capability could come in handy at some point.
I'll need to do a lot more playing around with it though, since I'm pretty unfamiliar with how everything works.
In other news, Washu's journal > *.
willystickman: What up, bro? You keeping shit together up there?
Quoted for truth.