Skip to content

Gameplay-specific behaviours #65

@Anecoz

Description

@Anecoz

Similar to scripts in Unity et. al. but implemented in C++.

Thoughts:

  • Behaviour component, specify a name
  • The name refers to some interface class that has been registered in the engine (map<name, instance>
  • Collect all nodes that a behaviour runs for and run them serially

This means having to copy Behaviours (c++ code) from the editor to the game, but I feel like this might be fine for me.

Metadata

Metadata

Assignees

No one assigned

    Labels

    enhancementNew feature or request

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions