What are the advantages and disadvantages of bindings-generator for lua in the cocos2d-x v3.x

What are the advantages and disadvantages of bindings-generator for lua in the cocos2d-x v3.x
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#1

Cocos2d-x v3.x has been issued for a period of time, i think many people have used bindings-generator for lua . what are the advantages and disadvantages of this tool, can you give me some suggestion,thanks.


#2

#3

I used Lua some time ago. Here are my remarks:

Advantages:

1. All advantages of Lua.

Disadvantages:

1. **Lack of documentation.** That is crucial important! If I want to do something that is not implements in test-lua I just need to dig into source, trying to find out the way things I need binded in lua. (Finally I found out that all I need was added to "Ignore" thus I gave up Lua and continue with C++) Otherwise I need to see something similar to I want to in test-lua and use code patters from that. Possibly it has sense to attract enthusiasts to documentation creation or at least minimal description? 2. Conjuncted problem with the previous one: lack of forum feedback. I believe it is because of not a lot of developers have experience Lua binding. 3. Lack of plug-ins. There are a lot of good plug-ins available with plugin-x but there are no binding for all of them! (Also I was told about Soomla later. It has js-binding but do not have Lua binding. That is important for me as a developer who use Soomla widely) ---------------------------------------- It will be great to have a bit more descriptive explanation of bindings-generator principles. I read article about binding your own class to Lua and even have done it by myself. But if I want to create a binding for Soomla it is not clear for me which functions can not be bind automatacally and why? What should be added to "Ignore" and other nuances like that?

#4

Disadvantages, the script isn’t particularly well documented or easy to use. It doesn’t seem to work right/at all if you don’t have Android development kits installed.

I spent a few hours trying to get it working with some stuff I wrote at one point and just gave up. It’s been easier to write my own Lua glue code than it is to use the tools Cocos2D-x provides.


#5

tried, spent couple of days, finally gave up. Poor documentation(sorry, no documentation!!!) and no community support( for lua ).


#6

I think the lua documentation needs to be done and finished! Than more and more ppl will use lua and after that you can get answers to your question.


#7

Now the separated wiki files are as follows:

And the other docs are among the explaination of the cocos2d-x Modules.

What docs do you hope to learn the cocos2d-x-lua?


#8

I would love to have a starting Point. The starting Point should:

  • teach me how lua is working in cocos2d-x (there is a luaengine if i am right)
  • it should give my examples how i should code with lua (lots of files, only one big file, classes, functions)
  • i would love to have a documentation which shows me how the cocos2d-x API is used. ( http://www.cocos2d-x.org/reference/native-cpp/V3.3rc0/index.html that is not helpful, for example I know how I can do it in C++ but in Lua … the function isn’t there. And I know I can set to lua on the right, but that’s not the same. )

edit

You told me in another Thread a possibility to call a function every second.
cc.Director:getInstance():getScheduler():scheduleScriptFunc(update,1.0,false)
I looked here http://www.cocos2d-x.org/reference/native-cpp/V3.3rc0/dc/d82/classcocos2d_1_1_scheduler.html (click Lua at the right) but I can’t find it!