Storing CScriptBuilder metadata with compiled bytecode.
gamedev.net
Since CScriptBuilder maps metadata from TypeId to Metadata, I figured I could just store the metadata next to the compiled bytecode and use it when loading. But I ran into an issueTypeId isnt stored with the bytecode and is always generated dynamically. Even with a simple script that has two classes and a function, the TypeId ends up slightly different when loading from a script file versus loading the compiled bytecode. That makes it impossible to map entities to their metadata properly. I
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