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We need a replay feature. That is, it should be possible to log a match and replay it later again, without the need to have the control module.
Since the Podball engine is completely deterministic (TODO: Verify that this is the case across platforms too! notably there could be different floating point representations across different platforms), it is sufficient to log all of the pod actions of all time steps and then use a replay module that injects the actions at the appropriate time steps. (Requires identical game- and match settings during recording and replay)
After some very painful beginnings with the Lua C API, i decided to try a C++ wrapper.
Went to http://lua-users.org/wiki/BindingCodeToLua and ended up with https://github.com/davidsiaw/luacppinterface/ .
It was the first to have a decent modern C++ interface and with a compatible license (MIT). Also, it has a concise but useful documentation with examples to get started.
A library for platform independent plugins: Boost.Extension (not yet submitted to boost)