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Description
What problem does this solve or what need does it fill?
A easy way to define logic to our game.
What solution would you like?
A safe ecs based scripting language.
What alternative(s) have you considered?
None.
Additional context
Basically I am suggesting something like this...
https://ecsact.dev/ or https://www.flecs.dev/flecs/flecsscripttutorial.html
The idea is to have a scripting language which...
- is sandboxed
- is memory safe
- is thread safe
- is simple
- is fast
- is cache efficient
- is hot reloadable
- is statically typed
- supports nested sandboxed scripts.
- supports modding at runtime (but not forced).
It's not to replace rust on the engine side.
Rust will always be faster then any scripting language because it's compiled.
Rust will also always be more powerful since it can import libraries from the os.
Also the scripting language would not allow importing rust libraries from the script side, but instead the editor or the runtime would allows us to export rust libraries under a specific namespace in the scripts.
We could write a layer of our game in this scripting language or in rust and then export specific parts of it for our modding api.
This was mostly inspired by the ecsact.dev config language.
I did make a suggestion over there for something called receivers, emitters and conditions, which would allow some logic, but idk if that will be implemented there, besides it's a c++ library so it would probably be safer to write something similar in rust.
Also ecsact is still being worked on. idk about the flecs one.