   Game Object Management in Lua/Game Engine
  I have been looking into this and there is a lot of discussion about how to interface game engines with lua, but nothing talks about the different architectures for setting up game objects. There are tons of ways to do this and I would like to know what people are doing and hopefully relate it to what im doing.I have a Resource manager that already loads objects using Lua and a Lua table.(just brainstorming)....The question I have now is... How will i handle game logic (which is in lua) requests for instances of objects? I mean, Lua will have things like Health and Attack and stuff, but the Resource Manager will create and return an instance of a new 3d object (which lua will need to move around and tell to do things). The way I currently do things tells me that I make a small set of functions that use the underlying C++ functionality, rather than just exposing everything.and maybe refer to things via an ID where i can then pass the ID into a release function that will release the object. Thanks!J   
  If u can get away with it do everything in Lua. Minimize the interaction between Lua and C/C++. Create wrapper classes in Lua to encapsulate the bindings to C/C++. Learn to use Lua object oriented programming techniques, it will make it easier to develop large programs. I use the ID scheme where its appropriate (where u need absolute maximum speed) and more complex user data binding when speed isn't needed (through Mluabind or the like).Good Luck!-ddn   