Blit Script Engine goes Live!
I spent tonight writing a new scripting engine titled Blit Script that’s aimed solely at games targeting Microsoft’s XNA framework. The engine allows developers to instance scripts and access their properties during runtime on both PC & Xbox 360’s (although the 360 library has not been created yet, the code is there though).
The engine is easy to use, needing a minimum of two lines of code to get scripts compiled, and two lines of code to initialize and load all of the scripts into memory. It works really nice if I do say so myself, even though it still has quiet a bit of work to do. It needs to allow users to invoke methods dynamically (something that it’s bigger brother Managed Scripting supports) along with providing some additional control over Game Objects once they are created.
I spent just 3 hours working on this tonight and had it thrown together really nicely. The website was fleshed out and the code cleaned up and uploaded to Codeplex rather quickly. It’s making me consider re-writing a large chunk of Managed Scripting as it’s rather bulky and ugly to look at.
Take a look at it and comment back! The script engine can be used outside of XNA for those of you that develop PC applications, however you’re still required to have XNA installed as the engine itself has references to the framework and won’t run without it installed.
This is a great piece work here. I originally found your project on codeplex and can’t wait to get back to my dev computer to use it. Hope all goes well with its development.
Cheers
Will
Thanks! Glad to hear positive feedback, hope you find it useful.