Alright, so I started thinking of adding scripting support to my engine. There is a laundry list of things that I feel like should be done before adding scripting support, but I feel like adding scripting to the engine at this stage will motivate me to finish up some of the things that I should have finished a long time ago. Like the editor -.-
C# has been extremely popular as a scripting language for a lot of game engines like Godot, Unity, Unreal, Frostbite and more. Personally, I love C# as much as C++. So, C# will be the first official and maybe the only scripting language to be added to the engine.
So you might wonder, how will this be done. Well, this is exactly what I asked myself at the beginning of the day. A couple of hours of research later, it turns out that I could use C++/CLI to convert my C++ unmanaged code to C++ managed code and use it in C#. This process will be tedious if I do it on my own. I have a little over 10,000 lines of code in my engine thus far and I don’t feel like converting every single line to managed C++. That would drive me crazy. So I’m thinking of using or creating a tool to do that for me.
Well, wish me luck. I’m going to need it.