Hmm, why not just use C# for the scripting? It can compile and execute
code in memory at runtime, you can add references at runtime when you
compile that code. The latter is useful for referencing your interface
so that the script can only call the methods you allow instead of
having access to System etc.

Compile at runtime example (minus the reference code):
http://www.codeproject.com/csharp/RuntimeCompiling.asp

- Timeless Prototype

On 28/07/06, Jesse Nesbitt <[EMAIL PROTECTED]> wrote:
Bah, WoW, pointless </offtopic>
LUA should mesh up with *ANYTHING*, that's what it's designed to do.
But how are you going to create an interface to all the wonderful
packetbuilding functions?

On 7/28/06, John Hurliman <[EMAIL PROTECTED]> wrote:
> Jesse Nesbitt wrote:
> > ...and making a complete fool out of myself. *sigh*
> > Has anyone else thought about doing dynamic module loading for
> > SLProxy? It's a pain to only be able to use one SLProxy app at a time.
> > I suppose what I need is a better plugin interface design. So, how
> > would you do it if you were doing it? (or are you already?)
> > Cheers,
> > --Jesse
> > PS: I'm not having any trouble with getting reflection to work, thanks
> > to code cribbed from SecondSuite.
> >
> > _______________________________________________
> >
> This weekend I'm going to experiment with adding LUA scripting support
> to SLProxy (the language used for the World of Warcraft interface). It
> looks simple enough.
>
> John
>
>
> _______________________________________________
> libsecondlife-dev mailing list
> libsecondlife-dev@gna.org
> https://mail.gna.org/listinfo/libsecondlife-dev
>


--
--Jesse

_______________________________________________
libsecondlife-dev mailing list
libsecondlife-dev@gna.org
https://mail.gna.org/listinfo/libsecondlife-dev


_______________________________________________
libsecondlife-dev mailing list
libsecondlife-dev@gna.org
https://mail.gna.org/listinfo/libsecondlife-dev

Reply via email to