http://www.oxeyegames.com/wiki/index.php?title=Lunar&feed=atom&action=historyLunar - Revision history2024-03-29T04:44:12ZRevision history for this page on the wikiMediaWiki 1.16.0http://www.oxeyegames.com/wiki/index.php?title=Lunar&diff=50&oldid=prevJeb: Forgot category2009-03-07T10:58:15Z<p>Forgot category</p>
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<td colspan='2' style="background-color: white; color:black;">Revision as of 10:58, 7 March 2009</td>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [http://lua-users.org/wiki/CppBindingWithLunar CPP Binding with Lunar]</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [http://lua-users.org/wiki/CppBindingWithLunar CPP Binding with Lunar]</div></td></tr>
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</table>Jebhttp://www.oxeyegames.com/wiki/index.php?title=Lunar&diff=49&oldid=prevJeb: Created page with 'Lunar is a Lua to C++ binding class. It is used in the engine when Lua needs to access objects within engine, but there is no need for Lua-methods on the object. In other words, ...'2009-03-07T10:57:48Z<p>Created page with 'Lunar is a Lua to C++ binding class. It is used in the engine when Lua needs to access objects within engine, but there is no need for Lua-methods on the object. In other words, ...'</p>
<p><b>New page</b></p><div>Lunar is a Lua to C++ binding class. It is used in the engine when Lua needs to access objects within engine, but there is no need for Lua-methods on the object. In other words, all methods and variables are stored in the engine, and the Lunar object acts as a shell that is used to access this data. When there is need for methods and data on the Lua side, Daisymoon uses the [[Lunamatic]] binding class instead.<br />
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=== References ===<br />
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* [http://lua-users.org/wiki/CppBindingWithLunar CPP Binding with Lunar]</div>Jeb