Re: Lua DSL in C++

"'TopchetoEU' via lua-l" <[email protected]> Tue, 09 Jun 2026 08:58:51 +0000
Newsgroups gmane.comp.lang.lua.general
Message-ID <KBJwBqY4wV-2PZvyRtsYEiKs_Larc3q3Tn1TPti8X3QY-K07c8DJEg3sZVtTRGNDVIK2Df7PA1Rj3vHRZzWAec7bkQf8xNEUkXTFWF03l_Q=@proton.me>
Very interesting project! You could workaround this by partially implementing the lua.h (and friends) API with `extern "C"`, so that libraries can talk to you. You will need to still create a stack, but it would only be used by C code, when a call happens into a DSL function, you could completely sidestep the stack.

As for debugging, you could *probably* do some native stack unwinding, although that's gonna be very tricky...


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On Monday, June 8th, 2026 at 10:02 PM, mohammadbagher bidram <[email protected]> wrote:

> Hello,
> 
> I’m developing a Lua-like DSL in C++ called TinyLC. Unlike standard Lua, it does not use a traditional VM loop, with the goal of keeping overhead low and improving integration with C++.
> 
> The main challenge is that I’m running into is library compatibility. Because TinyLC does not follow the usual Lua VM or stack-based execution model, existing Lua libraries, such as LÖVE2D and other projects that depend on the Lua C API, cannot work with it directly.
> 
> I wanted to ask whether there is any practical way to address or work around this limitation without giving up the current runtime design.
> 
> You can take a look at the project here: tinylc-github-repo
> 
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