Nfy
Jinx
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Nfy
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Communication between game engine modules
For me, the answer is a generic multicast notification system. It utilizes a template based approach that allows you to define prototype messages using a class-based interface that you wish to send to another library. For example, your input library might respond to things like a button down / up, mouse clicks, etc, etc. So you'd create an interface that defines all your input notifications as functions. I won't go into detail, because it's well documented in that link.
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Is cyclic dependency actually the result of bad design?
In my own code, I make use a generic notification system which allows high-level systems to register themselves with lower-level libraries to help invert dependencies. An example of this is how my game engine's UI library can register itself with the Input library, so it can receive mouse, keyboard, and gamepad events, necessary for manipulating UI controls. But the Game itself also needs to register for some UI events itself, not to mention debug functionality like ImGui for debug windows, etc. So I use this notification system to ensure the low-level Input library can push events out to multiple subscribers without needing to know about them.
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Event handlers with variable arguments without variadic args
See if this is close to what you're looking for: https://github.com/JamesBoer/Nfy
Jinx
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DreamBerd is a perfect programming language
Check out jinx https://jamesboer.github.io/Jinx/
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what is your CI/CD pipeline setup and how are you handling larger binaries? are smaller game dev studios just brute forcing through LFS and building for each test?
Don't get me wrong, I'm a big fan of automated tests where it makes sense. I wrote a scripting language that I use for my personal game projects, and I never would have been able to do it if it weren't for the battery of tests for every feature, error, and corner case I could think of. But games are rarely like other software, with hard rules about what is "correct" or "incorrect". And it would be a nightmare to try to keep up with designers, constantly tweaking and tuning, so what's "correct" is literally a day to day, constantly moving target.
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any modern procedural programming languages?
A second trial for you might be Jinx. Depending on your definition of procedural, Jinx is 100% only procedural. https://jamesboer.github.io/Jinx/
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Which phases/stages does your programming language use?
Jinx (embeddable scripting language) works as following:
- How do I create a file that will automatically compile and run my c++ program when I double click it?
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Is I already know C and OOP, do I basically already know C++?
Feel free to look at my own interpreter, written in modern C++. You're welcome to ask me if you have any questions.
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I'm curious what a gameplay programmer would use a scripting language for
I use my own scripting language more like content, especially for things like one-off events and behaviors. Example: scripting special behaviors for a boss fight, or a room with a unique trap in it, or any other sort of one-off behavior that would be overkill for C++, but too complex for most other types of data-driven content. These days, visual scripting also helps to fill in these gaps between content and procedure.
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What are the best free books for learning to write interpreters in C++?
You're welcome to look at my scripting language Jinx, written in modern C++. Just let me know if you have specific questions. Data flow is JxLexer.cpp -> JxParser.cpp -> JxScript.cpp. Most everything else is implementation details. Also, note the parer is pretty complex, mostly because Jinx has a crazily flexible syntax for functions.
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Design examples for runtime scripting
Feel free to look at Jinx if you want an example of what I consider a fairly easy-to-use and integrate scripting system. Obviously, I'm a bit biased since I wrote it.
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Is just UTF-8 support good enough?
If you're working in UTF-8 internally, you could just write your own UTF-16 to UTF-8 conversion functions to convert strings at API boundaries. I did this in my scripting language because I didn't want to bring in dependencies.
What are some alternatives?
assimp - The official Open-Asset-Importer-Library Repository. Loads 40+ 3D-file-formats into one unified and clean data structure.
vigil - Vigil, the eternal morally vigilant programming language
CppProperties - CppProperties is a single header libaray for enabling the property system architecture
funl - FunL programming language
EA Standard Template Library - EASTL stands for Electronic Arts Standard Template Library. It is an extensive and robust implementation that has an emphasis on high performance.
RapidJSON - A fast JSON parser/generator for C++ with both SAX/DOM style API
magnum-examples - Examples for the Magnum C++11 graphics engine
utf8.h - 📚 single header utf8 string functions for C and C++
Photino.Native - Re-Implementation of Photino.Native
langs
zhetapi - A C++ ML and numerical analysis API, with an accompanying scripting language.
grace - The Grace Programming Language