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Comment by fwsgonzo

9 months ago

I see some of those things could perhaps be solved by implementing parts of the game in a sandbox. I know that's work: I'm doing it myself. But all the work with the host-guest boundary (let's not call it bindings, please), is worth it in the end.

I have a C++ game client, a C++ game server, and a shared C++ game script that is transferred to all clients, running in a RISC-V emulator. That means the script will fundamentally execute the same way on all clients, and the server. I have no idea what everyone else is doing. This is what I'm doing now, and the more fleshed out it's becoming, the more I actually like it this way. I don't think I could easily "go back" to other solutions.