Radical Spark modding
Is there any hope of getting interfaces for C++ parts of the engine to be able to write C++ -> C -> some language bindings to it? Let's say I want to make a mod, I'm fine with tools and C++ part of the engine but I don't like Lua. I can keep binary compatibility using C++->C->some language layers. Is luabind actively used in C++ layer to call Lua code making such design impossible?
Comments
I really do wish they'd just gone with a gamelogic-DLL for NS2 instead of Lua, it would've been so much easier and more powerful to work with.
Yeah but, buy access to the engine and you have NS2's source code at hand... so you can mod parts of the engine to suit your needs.
I don't remember asking you for opinion. I had 1, precise question.
If you want to mix commercial use with it then I'd go with UDK because it's tested, fast and cheap while NS2's engine is not or unknown.
If you want to mix commercial use with it then I'd go with UDK because it's tested, fast and cheap while NS2's engine is not or unknown.<!--QuoteEnd--></div><!--QuoteEEnd-->
And I don't remember asking you for a rude response, but you get what you're given huh?
Besides, I gave you an answer and that specific comment wasn't even intended for you - hence the quote from player.