Re: Reflection in game engine (c++)

Tinco Andringa <[email protected]> Fri, 15 Mar 2013 08:45:00 +0100
Newsgroups gmane.games.devel.sweng
Message-ID <CAGW=8Roc4Z3fpd2hTRdKgT5bu_8akuvyXKxhvRQV75Ust+On3Q@mail.gmail.com>
I think the point of the discussion is to not just assume C++ isn't
going to do it. As far as I understand the goal is to have the ability
to develop tools that aid programmers and artist in iterating rapidly.
This means for artists that they can swap artwork in at runtime or
quickly boot the game from a serialized state with new artwork, not
just on his/her own computer but also over a network to perhaps a
console. For programmers this may mean that they can view the game
state easily, launch the game in various states easily, swap in/out
scripts easily, maybe even change code without fully recompiling or
even restarting the game.

Am I missing something important?

On Fri, Mar 15, 2013 at 8:33 AM, Massimo Del Zotto <[email protected]> wrote:
> I have limited experience but I have been very impressed by the separation
> provided by scripting languages.
> Considering the goals:
>
> My goal is to have fast iteration times, both artists and programmers
>
> It appears to me C++ isn't going to do it. Especially on the artist side of
> the thing.
>
> By the way, I would like to have an insight on how this reflection
> information is to be used. If it is used to simulate duck typing I'd use a
> tool which supports duck typing natively.
>
> Massimo
>
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