Jump to content

Tying entities to C++ code


Dexter
 Share

Recommended Posts

I'm working on something using lua right now and it' starting to get big to the point I want to better manage the code. I've considered two things: trying to use flowgraph for all gameplay code or just switching to C++ which I would prefer.

 

I searched a bit and only found the suggestion of using hooks. I'd like placing something in the editor, and then pointing a C++ class at it for behavior but that doesn't seem to exist.

 

Only idea I have so far: use a pivot and a key value pair with something like ("ClassName", "MyClass") and searching entities on load and gluing things up there, but that would probably take RTTI :(. What I'm basically after is avoiding creating objects procedurally.

 

Am I missing something obvious? Anyone else handle this? If not, has anyone had massive flowgraphs handling gamplay instead of massive player luas?

  • Upvote 1
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...