Tag: scripting

Flax Facts

Flax Facts #11 – Progress


Progres Update Welcome to the new Flax Facts! It has been very productive month. Many new improvements and features had been added including finished physics and game settings infrastructure. We also keep improving Flax Editor so using it constantly gets better and better. Now it’s time to show you some pics and gifs with all

Flax Facts #10 – Scripts debugging


Feature Preview: Tool for Visual Studio Welcome back to the Flax Facts! Recently I’ve finished our brand new extension for Visual Studio (VS) that enables game scripts debugging. It’s definitely must have for every game programmer. It allows to debug and track code execution live. The plugin comes up with features like: breakpoints, threads stack
Flax Facts

Flax Facts #7 – Universal API


Universal API Hidden behind decompiler Many modern game engines, actually all of them that I know of uses 4 different APIs for UI elements. Editor Internal API – for all elements that were not designed to be modified, or intermediate methods that hide “complicated” stuff Editor Public API – all methods that we get to

Flax Facts #6 – Persistent Data


Game saved. Another Friday Flax Facts! Today we have a bold topic. How many times were you in need of writing your own system for handling persistent data between restarts: game states, configurations, local runtime asset storage and everything that needs to be held for the user until next session? Flax has an answer for this,

News Corner #3: Mono vs CoreCRL


Hi! Welcome to the News Corner! Today is my first blog post, I hope you will like it, like all previous posts 🙂 Today I will talk about .NET integration in the current project and possible outcome of coreclr integration as main CLR in Flax. Walking on spikes in the darkness. Mono CLR Every project
open source api

Open source scripting API


Open source API I’m proud to announce that Celelej Game Engine scripting API is now open source and available here! As I mentioned in the previous post I’m currently improving engine scripting service. This means breaking changes may occur but some basic parts are ready to go. What should you expect from new API? Designed