3 ms·
Yeah, we'd traditionally use coroutines per-actor so this would be way too heavyweight. It's really nice for scripting things as you can tests a bunch of condi
by vvanders 11y ago
Yeah, we'd traditionally use coroutines per-actor so this would be way too heavyweight.
It's really nice for scripting things as you can tests a bunch of conditions, yield() and then re-test without needing to build an explicit state machine. Much easier for designers to grok.
Usually done in Lua, which is a fantastic language for gamedev(low overhead, fast, coroutine support and integrates very nicely with C/C++).