It's been a while! I am going back to the series of articles on the topic of reflection. Just as I planned... four and a half months ago. So without further ado, today I will go into how I implemented reflection of methods. This article will explain how I store, invoke and retrieve results from. Last but not least, the most interesting part - how I developed automatic script binding.
Showing posts with label Reflection. Show all posts
Showing posts with label Reflection. Show all posts
Sunday, 16 March 2014
Sunday, 24 November 2013
Reflection in lame engine - Part 2
Previously I scratched the surface of reflection and approach I have taken with my 2D game engine. This time I am going a little bit deeper into the details of type registration, type information retrieval and stuff related with this whole mess that I will feel worth mentioning while writing this down.
Monday, 11 November 2013
Reflection in lame engine - Part 1
Finally I found some spare time to write an article for my blog, short one I suppose, but better than none. I currently have much on my plate but when I capable I try to spent some time on my game engine. One big part of the whole thingy, which is currently really broken btw, is reflection mechanism. It took me quite some time to plan the whole thing, do research and while there are still some issues I need to solve and parts that need refactoring (or even proper implementation alltogether) the core is actually functioning and I am quite happy with it. I plan to make a series of articles as putting it all together in one piece would be mundane task for me, and probably even more painful for potential readers. The first article in the series will talk a little bit about goals, overall design, API interface and some random stuff.
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