I'm trying to apply data-driven design to my game engine to Get game-specific things like quest/mission systems, mpcs, skills and spells be implemented in script, with c++ used for performance-critical code.
How do I define new components through e.g text/JSON files. The book (and numerous online tutorials) demonstrates how predefined components that are already in the engine like physics can be created from data files. What I couldn't figure out is how to allow files to define entirely new components. Would this involve the use of some scripting language, and if so, how would I go about notifying the c++ engine about these new components when they get constructed by an actor that needs them?
The same thing for user-defined events/script processes as well.
I was also looking for an alternative to Lua as the scripting language, something closer to c++. Angelscript looks like a promising candidate. An intriguing possibility is also runtime-compiled c++ (molecularmusings.wordpress.com…-language-under-the-hood/). Does anyone have experiences with either?
How do I define new components through e.g text/JSON files. The book (and numerous online tutorials) demonstrates how predefined components that are already in the engine like physics can be created from data files. What I couldn't figure out is how to allow files to define entirely new components. Would this involve the use of some scripting language, and if so, how would I go about notifying the c++ engine about these new components when they get constructed by an actor that needs them?
The same thing for user-defined events/script processes as well.
I was also looking for an alternative to Lua as the scripting language, something closer to c++. Angelscript looks like a promising candidate. An intriguing possibility is also runtime-compiled c++ (molecularmusings.wordpress.com…-language-under-the-hood/). Does anyone have experiences with either?
The post was edited 1 time, last by Neurone ().