MiniScript in Godot Progress Report #1
Just a quick update on progress this week. Since I wrote my Design Article last week, I've been working on the following:-
Getting the Core module stable, including refactoring some of the code and how custom intrinsics will work, and some behind-the-scenes work just to get my development environment more streamlined.
Changed my editor test bed to use an updated script editor, based on the built-in Godot script editor, and added some additional editing functionality and logging capabilities to the interface
Setting the project up as a GitHub repository
Researching and experimenting with the simplest way to implement the Extensions module. I think the C++ preprocessor may be able to do what I need. X macros is one idea I've been toying around with, but have yet to do any testing on what works.
I wanted to include setting and getting global variables from MiniScript, only to realise the MiniScript C++ libraries don't include that functionality. So I also had a little side-trip into issuing a pull request on the master GitHub repository and adding the required functionality.
Plans for the upcoming week include:-
Implementing GDScript calls to manage MiniScript globals. This will probably also involve some additional UI work to view the results of the integration. I think maybe a watch window, or at least an inspector in the UI may be a way to test this.
Adding text input functionality. Now that the core is close to being functionally complete from a framework perspective, adding basic I/O features is something I'm working on. Allowing MiniScript to get text responses is the first step.
After the above changes are bedded in, it'll be time to nail down the two or three mechanisms I may implement, for adding custom intrinsics.
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