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Nov 11, 2014 at 10:45 comment added cpfr My intention was to define a script for each entity type (e.g. a script for an enemy) which can be assigned to entities in the level editor. That way, a designer could load different scripts for different kinds of entities. The rendering and sound systems then provide an API to the scripting interface to e.g. add a blur filter to the rendered image or play a sound when an enemy attacks. The script is also able to listen for events which are sent by input or collision detection
Nov 10, 2014 at 18:25 comment added antont i find his original idea of having a simulation system actually better. i usually don't want to scatter app logic into little scripts attached to different entities, but have it in one normal program that can then manipulate all the entities it needs.
Nov 10, 2014 at 16:30 history answered Naros CC BY-SA 3.0