I used LuaJIT for a game we made at work, and the route I took was to write all the code directly communicating with Lua in C (after having started out using luajava), and then just used swig to generate bindings on android(it ran on ios as well) So yes, for a game you should definitely be using opensl/gl directly through NDK. Its a lot faster than going through luajava/jni for everything. Best regards, – Fjölnir On 2012/08/20, at 1:59, Henk Boom <henk@xxxxxxx> wrote: > On 19 August 2012 10:49, steve donovan <steve.j.donovan@xxxxxxxxx> wrote: >> On Sun, Aug 19, 2012 at 4:05 PM, Craig Barnes <craigbarnes85@xxxxxxxxx> >> wrote: >>> The LuaJIT FFI can't call into Java code, no. Something like LuaJava >>> is required to translate/abstract all the Javaisms. >> >> Exactly. However, thereafter it gets easier since LJ uses reflection >> to call Java code, so practically all the API is available without >> further bindings. >> >> More relevant to LuaJIT would be writing applications entirely at the >> C level, where ffi would be useful & needed: >> >> http://mobilepearls.com/labs/native-android-api/ > > Interesting, are there any advantages to using LuaJava over the NDK > through the ffi? I would think that using e.g. OpenGL through the NDK > would be more efficient due to less vm->vm data wrangling, is that > right? > > henk >