A new week of updates!
Hi Again!
This week I made it in time to actually post something. Well, at least I didn't ghost the blog for a few months between this post and the last. But anyway I'm here and I have had some time on my hand to actually develop some features for the engine so let's just get right into it!
General Life Update:
So ill update you right here in the general life section. I won't have time to write a blog post next week due to some stuff dragging me down. So next week will be quite silent from me again. But ill try to write a post as soon as I'm free and have something to update you on!
BitEngine Update:
So for the big update that I had for this section, well…. There is a lot of back-end stuff that has been updated so ill try to write about it, but as for the visual part it might be difficult but ill try.
So let's start from the beginning. Last week I said that I wanted to add some sort of scripting system for the engine so after I was done writing last week's blog post I started researching this subject. And I found quite a lot of solutions on how to implement it. There is the way that unity implements it with the help of Mono. But to be honest, I didn't really like the feel of it, it just didn't feel like a solution that I would like and would probably get frustrated at it in the future so I decided not to use it. After that I looked into Swig, almost the same as mono so if decided quite quickly that I didn't want to use it as well. So after a few hours of researching, I found a way that I like and felt like I could implement in a nice way.
So I when with the approach of having a C++ scripting solution, and in my mind it would work something like the picture shown. So I started with the implementation of it.
Now that I had an idea of how to implement it I started with the easy part of making the editor generate a C++ project that would be used for the scripting. And that implementation when along smoothly and after that was implemented I got thinking about how would I now import that dll that the project builds into the editor. And this is a problem that I have never had to deal with before. So back to researching I went and spent almost a whole afternoon trying to figure out how that would work. So after a good night's sleep and a long workday I sat down at my computer and figured out how that would work. So after these two things were implemented I had a way to script my objects in the engine. But there is a glaring problem with the code currently. This is my current problem that I'm trying to fix/work on is that there is no way for the engine to save and load the scripts when the scenes change. So if the game changes scene or in general just starts up no scripts will be loaded onto the entities. And that is sort of where I am currently. Trying to fix this problem but I'm happy to say that when this issue is complete then ill be able to start working on my game dev project in the background while I implement stuff for the engine.
So that is where I am currently. But I have a problem, this week I spent 38 hours on the engine on top of working for 58 hours at work. This is good because I got a lot done while working this much but there is a backlash for doing it. I feel like I'm forced to work on the project again and I feel like I need to slow myself down so I burn myself out. So development might get slower for a few weeks just because of that reason. But eather way I'm happy that u read thru this week's post and yet again I wish you good omens throughout the next few weeks!