I AM COOKING
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I AM COOKING
My game engine actually works dope now! I want to add a lot of features but I am not sure whether I want it to be that kind of engine where it's more like a framework and you're left to implement everything on top, or a kind of engine where the core itself is like a black box of states and there's a small scripting language reacting to property changes
I have a bit of a crazy idea though
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So my crazy idea is, why not make a game engine where all scripted things are coroutines?
They can be paused and unpaused (making them great for actual videogame scripting, like you'd script a scene in a movie), they work a lot like preemptive multitasking (which is a cool model imo), and they can be modularized quite easily
Like, my original plan for a game engine was a system where you load up an "infinite map", and you set up "systems" and "scripts":
- systems would operate under everything that meets certain conditions, such as, if it's in the water and can float, then it must be given the effect of buyoancy
- scripts would act like actual scripts, like movie scripts, where characters can be scripted to talk, have animations, listen to player inputs, etc.
I'm calling this project Flowerpot: A Starlight Network Project
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@nelson sounds entity-component-system-sy!