Re: Reflection in game engine (c++)

Mike Acton <[email protected]> Thu, 14 Mar 2013 20:41:05 -0700
Newsgroups gmane.games.devel.sweng
Message-ID <CAGxtOJYNfyiz-6wamriTqRxFKeBb+HfV_r20M5_K5r_BB2kt7g@mail.gmail.com>
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*I prefer create mixed language game engine.*

I'm not sure how that avoids the question? For instance, something still
needs to describe the data exchange between the scripted language and the
native runtime.  e.g. We use DDL to generate APIs and data formats for that
kind of thing too. For instance we have a "REST compiler" which generates
an http rest(-ish) interface, with all the data descriptions for our
asset/tools server. It's also used to describe the interfaces between
game-scripting and native code.

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<span style=3D"color:rgb(34,34,34);font-family:arial,sans-serif;font-size:1=
3px;background-color:rgb(255,255,255)"><i>I prefer create mixed language ga=
me engine.</i></span><div><span style=3D"color:rgb(34,34,34);font-family:ar=
ial,sans-serif;font-size:13px;background-color:rgb(255,255,255)"><br>
</span></div><div><span style=3D"color:rgb(34,34,34);font-family:arial,sans=
-serif;font-size:13px;background-color:rgb(255,255,255)">I&#39;m not sure h=
ow that avoids the question? For instance, something still needs to describ=
e the data exchange between the scripted language and the native runtime. =
=A0e.g. We use DDL to generate APIs and data formats for that kind of thing=
 too. For instance we have a &quot;REST compiler&quot; which generates an h=
ttp rest(-ish) interface, with all the data descriptions for our asset/tool=
s server. It&#39;s also used to describe the interfaces between game-script=
ing and native code.</span></div>
<div><span style=3D"color:rgb(34,34,34);font-family:arial,sans-serif;font-s=
ize:13px;background-color:rgb(255,255,255)"><br></span></div><div><span sty=
le=3D"color:rgb(34,34,34);font-family:arial,sans-serif;font-size:13px;backg=
round-color:rgb(255,255,255)"><br>
</span></div>

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