Comments (3)
Hi,
Right now there is C++ for performance critical parts, and LUA scripting for fast iteration times and hot reload. Is that not sufficient for you? Currently I'm not interested in adding any complications to the build system or any dependencies. But feel free to integrate it into the engine for yourself, and if you open a pull request, I would review it and if it is not intrusive to the existing build pipeline, maybe consider adding it.
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Note that Cling may be used to improve development workflow, not only as scripting engine.
Develop much faster with Cling help (dev/debug build of existing code), release same code compiled without Cling at all (release build).
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Closing this as it is unlikely to be implemented. I don't want additional dependencies and complicating the build pipeline. If someone wants to have this feature, they are free to do for their project.
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Related Issues (20)
- High CPU core usage when editor window is in background HOT 1
- Disabling FSR 2.1 keeps the resolution scale value according presets HOT 2
- Editor GUI not working after clicking fullscreen icon in vulkan HOT 8
- GI light transport feels to weak HOT 11
- VXGI doesn't take sky into account HOT 6
- Some DDGI artifacts? HOT 3
- RTAO Improvements HOT 2
- RTAO artifacts against sky HOT 5
- Animation blending amount strange behavior HOT 5
- float emit in wiEmittedParticle clashes with qt emit HOT 4
- GetDepthStencil for path tracing HOT 7
- Request: an hello world example? HOT 22
- Shader compilation failure on Graphics 620 HOT 5
- What is the big idea? HOT 4
- How to import GLTF in the Editor? HOT 3
- Increased editor custom scaling then set it back to 1.0, now can't get editor font antialiasing back HOT 7
- [BUG] An error occurs when creating a hair particle from the editor with the RTAO option enabled. HOT 2
- [BUG] Collision bug in character_controller.lua HOT 1
- Editor - theme customizer
- Rectangle and disk area lights support HOT 2
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