Automated Lua Binding using C++
问题 I'm building a simple 2D game engine, and its getting bigger and bigger, exposing all of the function in Lua will be impossible: so I'm trying to automate a little bit the process, Is there anyway to get all the n arguments (with different types) from the stack at once and inject them directly into the C++ function. I already automated functions args checking. still the function binding which is a little bit tricky For E.g: I have normal code for changing sprite position: int LuaSprite: