Similar to scripts in Unity et. al. but implemented in C++.
Thoughts:
- Behaviour component, specify a name
- The name refers to some interface class that has been registered in the engine (map<name, instance>
- Collect all nodes that a behaviour runs for and run them serially
This means having to copy Behaviours (c++ code) from the editor to the game, but I feel like this might be fine for me.
Similar to scripts in Unity et. al. but implemented in C++.
Thoughts:
This means having to copy Behaviours (c++ code) from the editor to the game, but I feel like this might be fine for me.