Hi and Happy New Year! I was using luabind to glue C++ and Lua and until I moved to LuaJIT I was happily using exceptions in C++ code. When registering a function via luabind, every exception thrown from C++ code (when called from Lua) is caught and and translated to lua_error() which is later detected in C++ again (lua_pcall fails) which in turn caused exception. This does not seem to work with LuaJIT anymore. I did read "C++ Exception Interoperability" section (I am on Win32 / Visual Studio 2008) but I am not sure I understand limitations. My understanding is that I am not throwing across Lua frames. Also I dont get the term "throwing Lua errors". Sorry if this is just me being stupid but I would really like to know if all my C++/Lua binding is broken with LuaJIT. Maybe a Wiki article on the matter? P.S. Am I in trouble under 32 bit OSX / Clang too? Cheers, Simon -- Szymon Gatner The Lordz Games Studio www.thelordzgamesstudio.com