I understand that this exercise of serialisation is difficult with bmax.
However my need is to directly refer my custom blitzmax object in LUA. I did not find how to do this in Blitzmax. I make my first steps with lua on blitzmax. I take part in a game project. I have a real need to code rules through scripts by an interpreter engine. Pro enterprise uses lua. Bmax supports the lua. Therefore, I said myself that it’s the solution of my problem. Currently, I am confronted with the technical problem to refer my classes, method of the class and the member fields of the class bmax in lua. In the code what I did post on the forum, it uses key words modul and .def, what is the equivalent keyword on bmax?
If you know the means of how to interfacing a custom blitz class to through lua functions, can you communicate your technique to me to do it. I would be very grateful.
Thank you
However my need is to directly refer my custom blitzmax object in LUA. I did not find how to do this in Blitzmax. I make my first steps with lua on blitzmax. I take part in a game project. I have a real need to code rules through scripts by an interpreter engine. Pro enterprise uses lua. Bmax supports the lua. Therefore, I said myself that it’s the solution of my problem. Currently, I am confronted with the technical problem to refer my classes, method of the class and the member fields of the class bmax in lua. In the code what I did post on the forum, it uses key words modul and .def, what is the equivalent keyword on bmax?
module(pLua) [ class_<Animal>("Animal") .def(constructor<string, int>()) .def("Speak", &Animal::Speak) .def("NumLegs", &Animal::NumLegs) ]; }
If you know the means of how to interfacing a custom blitz class to through lua functions, can you communicate your technique to me to do it. I would be very grateful.
Thank you