I developed a scripting engine that lets developers implement a
Managed Scripting
engine into their projects. They can compile source code during their
games runtime, instance classes, invoke their methods and access their
properties during runtime as well. It is possible for the scripts to be
re-compiled and re-instanced during runtime of the application as well
allowing developers a edit-&-go style of game development.
The
Managed Scripting
website provides developers a chance to use the engine for free on
Windows and Linux based projects (Linux requires Mono to be installed),
runs with XNA and an upcoming release of the XBOX 360 and Zune version
of the engine will allow developers to run their scripts across several
platforms. The site also allows developers an opportunity to get a
link to their projects site displayed on the homepage to help spread
the word of their project, and it also allows them to discuss various
ways of implementing the scripts and get some assistance with using it
via the community forums.
The site is fairly new, and the
engine
was just released in beta tonight, and so I'm hoping to build a
community around it and help those out that use it. I even noticed now
that Mono projects can be compiled for the iPhone and so if I can ever
afford a Mac (hence the website advertising :P), I will port the engine
over to a mac, and attempt to get my 'mobile' version of the engine
that currently runs on xbox and zune's, to run on the iphone as well
with some work (scripts would need to be pre-compiled into an assembly
via the engines assembly compiler, as Apple doesn't allow scripting
engines, at least to my knowledge).
This is a big project of mine, and I'm hoping to continue to improve on it over time.
You can view an example of how the engine works on a blog posted by myself on the garage games website. It has a couple code snippets and video demonstrating the re-compile during runtime ability. You can view it <a href="http://www.garagegames.com/community/blogs/view/18785">HERE</a>