So before I started interning with the fine folks of DigiPen R&D in the Summer of 2015, I was using one of their projects, Zilch, as a scripting language in my game Ripple. As a side project I looked into making an Atom plug-in for Zilch. I didn’t get particularly far, but I got far enough to realize that the code internal to Zilch that finds member functions was broken. Here’s a snippet from the Zilch source code that was causing my problem. Function* BoundType::FindFunction(StringParam name, const Array<Type*>& parameters, Type* returnType) const { const FunctionMultiMap* functions = /* It gets...…
Pixie Skate
Team Skate is working on Pixie Skate. We’re still working on prototyping and moving those prototypes into our engine so there aren’t any videos yet. The general idea is to capture some My responsibilities on the project were as such: Tech Director and Build Master Maintaining and extending our build system. Maintaining the core engine. Creating and maintaining WWise integration. Maintaining the component/composition system. Creating and maintaining the input systems. Binding our engine to Zilch, a scripting language we use for some game play code. Utilitizing the reflection system provided by Zilch to automatically serialize/deserialize both our Zilch and C++...…
An Introduction to Prebuild Systems (As they pertain to C & C++)
This is the first in a series of articles I plan to write about the build process in software development. I have friends who’ve taught me more about it than I care to admit, and have written much better articles about it. However I can’t write about the systems I’ve used and learned about without writing a bit on why you should think about using them. …
Ripple
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