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# 🦴bones
  • e

    erlend

    10/09/2022, 2:41 PM
    Our scripting api is one of the cornerstones of this engine. A core unifying layer.
  • r

    revcord

    10/09/2022, 9:33 PM
    Channels are now connected!
  • o

    odecay

    10/09/2022, 9:33 PM
    test
  • o

    odecay

    10/09/2022, 9:33 PM
    good to go
  • u

    user

    10/09/2022, 9:33 PM
    Ah, what's this channel for?
  • o

    odecay

    10/09/2022, 9:35 PM
    > Since our custom engine is no longer happening, what we’re actually building towards with Fishbones nowadays is some sort of Bevy meta-engine. > Basically what Corgi is to Unity: https://corgi-engine.moremountains.com/ pasted erlends last message
  • u

    user

    10/09/2022, 9:35 PM
    Ah, I see.
  • o

    odecay

    10/09/2022, 9:36 PM
    I think its meant to be something like the fish folks/spicylobster engine built on top of bevy, with the scripting youve been working on
  • u

    user

    10/09/2022, 9:36 PM
    I was thinking about that a little bit ago, and wondering whether or not even Punchy and Jumpy might end up eventually being able to merge into a single engine with different assets and scripts.
  • u

    user

    10/09/2022, 9:37 PM
    It's not necessarily something we should try to do, but it might just kind of happen, if it makes sense.
  • u

    user

    10/09/2022, 9:37 PM
    The merging of them, I mean.
  • o

    odecay

    10/09/2022, 9:37 PM
    surely at least some parts will have overlap
  • u

    user

    10/09/2022, 9:37 PM
    Otherwise we just end up with a kind of shared framework, like you're saying.
  • u

    user

    10/09/2022, 9:37 PM
    Exactly.
  • o

    odecay

    10/09/2022, 9:38 PM
    idk how much it makes sense to intentionally merge right now but 🤷‍♂️ I imagine we will figure out more about whether that might make sense as we progress
  • u

    user

    10/09/2022, 9:38 PM
    That's what I was thinking.
  • u

    user

    10/09/2022, 9:39 PM
    I've run into the issue of premature abstractions before, and I'm finding out that you often want to start making a little bit at least before designing abstractions.
  • u

    user

    10/09/2022, 9:39 PM
    Then we'll get a feel for what can actually be shared or not between them.
  • o

    odecay

    10/09/2022, 9:40 PM
    yeap totally makes sense to me
  • o

    odecay

    10/09/2022, 9:40 PM
    I think we can probably leave it as a known open question + keep it in mind as we continue
  • u

    user

    10/09/2022, 9:41 PM
    👍
  • e

    erlend

    10/10/2022, 5:24 PM
    Now that the scripting mvp is merged, here’s an interesting wasm exploration to keep an eye on and maybe get some inspiration from: https://github.com/bevyengine/bevy/discussions/5908 https://github.com/afonsolage/wabi/discussions/1
  • e

    erlend

    10/10/2022, 5:30 PM
    Also fyrox talks about the latest iteration of its scripting system here: https://fyrox.rs/blog/post/feature-highlights-0-28/
  • l

    lenscas

    10/10/2022, 5:32 PM
    do keep in mind that Fyrox' "scripting" is programming in Rust which gets statically linked to the rest of the game. Not exactly the same thing as the TS thing that got setup
  • e

    erlend

    10/10/2022, 5:35 PM
    Yep. I’ve been wondering to what extent we can also support ‘Rust scripting’ as an alternative to the JS/TS approach.
  • l

    lenscas

    10/10/2022, 5:35 PM
    depends on what you define as scripting I'd say 😅
  • e

    erlend

    10/10/2022, 5:35 PM
    Something akin to Godot’s GDExtension, except it’s just Rust.
  • l

    lenscas

    10/10/2022, 5:35 PM
    because, personally what Fyrox calls scripting isn't what I would call scripting....
  • e

    erlend

    10/10/2022, 5:37 PM
    Yeh the semantics are a bit tricky to nail down.
  • l

    lenscas

    10/10/2022, 5:38 PM
    for me, scripting would be about quickly doing small things. Like making a bullet pattern for a gun not, create the entire gun, the bullets and the damage mechanic from scratch 😅
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