Native Scripting (C++ Hot Reloading) | Cocoa Engine Devlog #13
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In this episode of the Cocoa Engine Devlog Series, I implement native scripting, or C++ scripting. This process was very painstaking and involved a lot of gotchas. The way the native scripting is implemented is by a custom C++ parser that parses the user's scripts, then it generates C++ code to enable reflection for the user's scripts, next when the user compiles and generates a dll the engine hot reloads the new dll over the old one, and finally it releases all the old memory and reloads all the script states back into the engine.
Source: https://github.com/ambrosiogabe/Cocoa
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Website: https://ambrosiogabe.github.io/
Github: https://github.com/ambrosiogabe
Here are some books I recommend if you want to learn about game engine development more thoroughly. I do not profit off any of these sales, these are just some books that have helped me out :)
My Recommended Game Engine Books:
Game Engine Architecture: https://www.gameenginebook.com/
Game Physics Cookbook (Read this before the next physics book): https://www.amazon.com/Game-Physics-Cookbook-Gabor-Szauer/dp/1787123669
Game Physics (Ian Millington): https://www.amazon.com/Game-Physics-Engine-Development-Commercial-Grade/dp/0123819768
Game Programming Patterns (Free): https://gameprogrammingpatterns.com/
My Recommended Beginning Game Programming Books:
JavaScript Game Design: https://www.apress.com/gp/book/9781430247166
My Recommended Java Books:
Data Structures/Algorithms: https://www.amazon.com/Data-Structures-Algorithms-Java-6th-ebook/dp/B00JDRQF8C
LWJGL (Free, but I haven't read this thoroughly): https://lwjglgamedev.gitbooks.io/3d-game-development-with-lwjgl/content/