Hello,
So I wanted to write a game using a component based architecture for the obvious reasons of wanting quick iteration and such, thats not my point tough.
What I have thought up is a system were components are implemented in Lua instead of c++, and then Lua can call functions that are implemented in c++. All fine and dandy, however I see a problem.
From the c++ point of view most of my code is just going to be a list Lua functions implemented in c++, with no need for inheritance or things such as that.
Furthermore, if I just put all these Lua functions in classes, as merely namespaces, I will have code, from the c++ point of view thats just a bunch of singletons, with Lua functions in them.
This goes against what I know to be good practice in c++ OOP programming. So my question is, everyone talks about the components and data, but what about the rest of the code, is there a way that all this functionality is normally implemented, as in the functionality for components to use?