Re: Reflection in game engine (c++)

Xpol Wan <[email protected]> Fri, 15 Mar 2013 11:49:16 +0800
Newsgroups gmane.games.devel.sweng
Message-ID <CAJUe2WEE3pRfxaZa9cZh8k5H9PsmbSp8KAEA6UAzKNkPm2WKDg@mail.gmail.com>
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I mean data are defined in Lua.
C++ just do the low level things such as drawing, event etc.
For low level data such bitmap, c++ define it and have a Lua wrapper.
I think we don't need reflection for bitmap object.


Best Regards!

Xpol Wan
// There is a better way!


On Fri, Mar 15, 2013 at 11:41 AM, Mike Acton <[email protected]> wrote:

> *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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>
>

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<div dir=3D"ltr">I mean data are defined in Lua.<div>C++ just do the low le=
vel things such as drawing, event etc.</div><div style>For low level data s=
uch bitmap, c++ define it and have a Lua wrapper.</div><div style>I think w=
e don&#39;t need=C2=A0reflection for bitmap object.</div>

<div><div><br></div></div></div><div class=3D"gmail_extra"><br clear=3D"all=
"><div>Best Regards!<br><br>Xpol Wan<br>// There is a better way!<font face=
=3D"&#39;times new roman&#39;, serif"><br></font></div>
<br><br><div class=3D"gmail_quote">On Fri, Mar 15, 2013 at 11:41 AM, Mike A=
cton <span dir=3D"ltr">&lt;<a href=3D"mailto:[email protected]" target=3D"_b=
lank">[email protected]</a>&gt;</span> wrote:<br><blockquote class=3D"gmail_=
quote" style=3D"margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1=
ex">

<div class=3D"im"><span style=3D"color:rgb(34,34,34);font-size:13px;font-fa=
mily:arial,sans-serif"><i>I prefer create mixed language game engine.</i></=
span><div><span style=3D"color:rgb(34,34,34);font-size:13px;font-family:ari=
al,sans-serif"><br>


</span></div></div><div><span style=3D"color:rgb(34,34,34);font-size:13px;f=
ont-family:arial,sans-serif">I&#39;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. =C2=A0e.g. We use DDL to gene=
rate APIs and data formats for that kind of thing too. For instance we have=
 a &quot;REST compiler&quot; which generates an http rest(-ish) interface, =
with all the data descriptions for our asset/tools server. It&#39;s also us=
ed to describe the interfaces between game-scripting and native code.</span=
></div>


<div><span style=3D"color:rgb(34,34,34);font-size:13px;font-family:arial,sa=
ns-serif"><br></span></div><div><span style=3D"color:rgb(34,34,34);font-siz=
e:13px;font-family:arial,sans-serif"><br>
</span></div>
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