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About Bleys

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  1. Bleys

    C++ Gameplay in C++

    Who writes gameplay in C++? I recently wrote an article in codeproject which describes some benefits of this (from a more general purpose perspective), but I'm curious for other thoughts on the subject. If you write engine code in C++ but the gameplay in another language, what made you take this decision? If you do write gameplay in C++, are you happy with your decision? Share some cool stories about it. Bonus points if you write gameplay code in C++ and engine code in another language
  2. Simple C++ reflection with CMake - for engines of all sizes! A friend wrote a blog post about how to add reflection to C++ codebases without heavy template metaprogramming or external tools such as LibClang — you can check it out here: http://onqtam.com/programming/2017-09-02-simple-cpp-reflection-with-cmake/
  3. There's a C++ library I'm developing and while it's not specifically targeted at games, all projects that I know of which use it are games. It's called DynaMix. In short it allows you to compose and modify polymorphic objects at run time. This has proven to be rather useful in gameplay programming. Compared to more traditional ways to write gameplay, like scripting, it has some benefits (well, and some drawbacks). It's C++ so it usually is at least a bit faster (and in the cases that I know of a lot faster) and less power consuming than scripts You can reduce code complexity when you don't have a C++<->scripting language binding layer. You can reuse utility code between the core and gameplay subsystems (instead of having to rewrite it in the scripting language. Hotswapping is supported relatively easily achievable Still, it's C++ so I guess it's a bit harder to write, and impossible to delegate to game-designers and other non-programmers Because of this it has found a niche of sorts in mobile games, where the benefits from the performance and smaller power consumption outweigh the fact that the gameplay code is strictly programmer country (whereas desktop/console developers, might be less willing to pay this price) The repository is here: https://github.com/iboB/dynamix The docs are here: https://ibob.github.io/dynamix/ I have written about it before back when it used to be called Boost.Mixin. I have since rebranded it and removed the dependency on Boost. Recently I released a new version and I'm using this as an opportunity to gather more feedback and, perhaps, maybe new users. So, any comments and questions are welcome
  4. There is a library that gives you such duck typing in C++ allowing you to have a middle ground decision if you don't want to sacrifice the performance when you use a scripting language. The library is made for the Boost collection, but it's not a part of it yet. It's pending review. Docs link: http://ibob.github.io/boost.mixin/ Source link: https://github.com/iboB/boost.mixin
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