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#Actualxhr17

Posted 14 November 2012 - 12:48 PM

So basically I would write functions into the C++ classes (components) and just make lua bindings for them then call them in lua? that sounds.... genius.


That is exactly what I do in my game engine. Once the engine is compiled, you can use Lua to create everything in game without ever having to recompile again. Menus, Logic, AI, serialization, synchronization, everything.

Posted Image

Here is a link to my engine's source in case you want to check it out :

http://sourceforge.net/projects/xenosengine/

Here is the engine compiled, with a game.

http://www.indiedb.com/games/dungeon-tactics

#4xhr17

Posted 14 November 2012 - 12:47 PM

So basically I would write functions into the C++ classes (components) and just make lua bindings for them then call them in lua? that sounds.... genius.


That is exactly what I do in my game engine. Once the engine is compiled, you can use Lua to create everything in game without ever having to recompile again. Menus, Logic, AI, serialization, synchronization, everything.

Posted Image

Here is a link to my engine's source in case you want to check it out :

http://sourceforge.net/projects/xenosengine/

Here is the engine compiled, with a game.

http://www.indiedb.com/games/dungeon-tactics

#3xhr17

Posted 14 November 2012 - 12:45 PM

So basically I would write functions into the C++ classes (components) and just make lua bindings for them then call them in lua? that sounds.... genius.


That is exactly what I do in my game engine. Once the engine's wrappers are compiled, you can use Lua to create everything in game. Menus, Logic, AI, serialization, synchronization, everything.

Posted Image

Here is a link to my engine's source in case you want to check it out :

http://sourceforge.net/projects/xenosengine/

Here is the engine compiled, with a game.

http://www.indiedb.com/games/dungeon-tactics

#2xhr17

Posted 14 November 2012 - 12:45 PM

So basically I would write functions into the C++ classes (components) and just make lua bindings for them then call them in lua? that sounds.... genius.


That is exactly what I do in my game engine. Once the engine's wrappers are compiled, you can use Lua to create everything in game. Menus, Logic, AI, serialization, synchronization, everything.

Posted Image

Here is a link to my engine's source in case you want to check it out :

http://sourceforge.net/projects/xenosengine/

Here is the engine compiled, with a game.

http://www.indiedb.com/games/dungeon-tactics

#1xhr17

Posted 14 November 2012 - 12:44 PM

So basically I would write functions into the C++ classes (components) and just make lua bindings for them then call them in lua? that sounds.... genius.


That is exactly what I do in my game engine. Once the engine is finished, you can use Lua to create everything in game. Menus, Logic, AI, serialization, synchronization, everything.

Posted Image

Here is a link to my engine's source in case you want to check it out :

http://sourceforge.net/projects/xenosengine/

Here is the engine compiled, with a game.

http://www.indiedb.com/games/dungeon-tactics

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