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.
Today’s post is less of an insight into how Molecule works, and more of an announcement about an upcoming feature we are very proud of!
Molecule Engine’s scripting system uses runtime-compiled C++ code as a scripting language, and you can see the system in action here (please make sure to watch the video in original quality).
This allows the engine to leverage the full performance potential of native C++ code, while providing designers and scripters with extremely short iteration times, commonly only experienced when using traditional scripting languages such as lua, python, or others.
Scripters won’t have to deal with internal engine details, and don’t need to worry about pointers or other low-level language stuff. They only work with a pure C-interface and opaque structs, as can be seen in the video. But programmers can easily dive in and feel right at home with the whole engine available to them in native C++-code.
Furthermore, programmers can aid scripters easily by using their favourite debuggers and IDEs for debugging and development. Scripters will love certain IDE features such as IntelliSense, completion listboxes, and other things a modern IDE provides!
Let us know what you think in the comments!