I truely appreciated the very lightweight approach of LuaBridge which consists in just 1 (ONE!) header file to include in your application
https://github.com/vinniefalco/LuaBridge
https://github.com/vinniefalco/LuaBridgeDemo
/** Declare LUA binding for this class
*
* @param global_lua
*/
void c_entity::lua_bind(lua_State* L) {
getGlobalNamespace(L)
.beginClass<c_entity>("c_entity")
.addFunction("getSpeed",&c_entity::get_linear_speed)
.addFunction("getName",&c_entity::get_name)
.addFunction("getMaxSpeed",&c_entity::get_max_linear_speed)
.addFunction("getAcceleration",&c_entity::get_max_linear_acceleration)
.addFunction("getHull",&c_entity::get_hull)
.addFunction("getArmor",&c_entity::get_armor)
.addFunction("getShield",&c_entity::get_shield)
.addCFunction("getStatus",&c_entity::getStatus)
.addFunction("logTrace",&c_entity::log_trace)
.addFunction("logInfo",&c_entity::log_info)
.addFunction("logDebug",&c_entity::log_debug)
.addFunction("logError",&c_entity::log_error)
.endClass();
}