Some time ago, I announced that the Molecule Engine uses C++ as a scripting language. Today, I can share implementation details and a few additional tricks that were used to keep compilation times and executable sizes down.
Category Archives: Asset pipeline
Schema-based entity-component data for fast iteration times
Serialization, reflection, and other mechanisms are often used for saving data in an editor or a tool like the asset pipeline, and then loading that data into the engine at run-time. This process is well-known, flexible, and allows us to store the data in any format conceivable. Still, all those techniques show certain weaknesses when it comes to keeping iteration times to an absolute minimum.
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Translating a human-readable JSON-like data format into C++ structs
Even though Molecule’s run-time engine exclusively uses binary files without doing any parsing, the asset pipeline uses a human-readable non-binary format for storing pretty much everything except raw asset files like textures or models. This post explains the process behind translating data from such a human-readable format into actual instances of C++ structs with very little setup code required.