Yeah, I'm never doing that again. I created a binding for the Irrlicht rendering engine with Lua using swig. There were always parsing errors with the header files so I had to create definition files for almost everything. It was a lot of work, but I did finally get it to function. And then a new version of Irrlicht came out, and I basically had to start from scratch. All the definition files no longer matched the he…
The next time I wanted to bind Lua to a C++ application, I just hand wrote the bindings. Boring, repetitive, shovel code. Once I had a template, it would take me just a few minutes to hook up new interfaces. If there was ever a problem with one, it was usually a typo and took 30 seconds to find and fix.