Using Lua and C++ in practice. Part 1. Intro to ECS and basic principles
There are many reasons to use Lua with C++. One of them is that you can put some of the logic from C++ code into scripts, so you can easily change them without the need or recompilation. You can also write some good interfaces, so the scripts are easy enough for even non-coders to write them. Lua is free, Lua is fast, Lua is used in game development quite often.
While there are plenty of good articles about using Lua with C++, I think there are not enough articles about how to use Lua in real projects.
This article is one of the many articles I plan to write. Here are some topics which my articles will cover:
- Entity creation and other basic stuff (you’re reading this now)
- How to implement entity creation
- Managing Lua state and cleaning up
- Scriptable state machines
- Events and callbacks