l have to
> manually break this cycle for garbage collection to collect it.
>
> On Mon, Mar 28, 2016 at 5:10 PM Scott Duensing <scott.duens...@gmail.com>
> wrote:
>
>> You're right, of course. I figured this out as soon as I posted. Doh!
>>
>> Which brings up
is really what I want.
Scott
On Thursday, March 24, 2016 at 1:51:30 AM UTC-5, Jochen Eisinger wrote:
>
> It looks like mesh is collected, not root. How does root keep mesh alive?
>
> On Wed, Mar 23, 2016, 9:20 PM Scott Duensing <scott.d...@gmail.com
> > wrote:
>
>&g
I've been working on a game engine and using V8 as the embedded language.
Everything has been going fairly well, using SWIG to wrap native C++
classes for use in JS.
Until today.
My test code creates a triangle in JavaScript and sends it to the engine to
be rendered. It works. For about 5
guess that's fine, right?
>
> On Wed, Feb 3, 2016 at 2:40 AM Scott Duensing <scott.duens...@gmail.com>
> wrote:
>
>> I gave up. After fixing a few Local returns that weren't
>> Escape()'ed I ended up with the code blowing up for not having a
>> HandleScope... Which made
Locals around by
converting them to JSON strings and returning those. Meh.
Scott
On Monday, February 1, 2016 at 6:53:13 PM UTC-6, Scott Duensing wrote:
>
> The exact line is:
> http://skunkworks.kangaroopunch.com/projects/scripting/repository/revisions/master/entry/Scripting/scri
The exact line is:
http://skunkworks.kangaroopunch.com/projects/scripting/repository/revisions/master/entry/Scripting/scripting.cpp#L76
What this bit of (unfinished) code does is allow you to load scripts into
individual contexts and call between them passing JSON in and out to
exchange data.