Delusion, Reworking GUI & Scripting
During the holiday i reworked the scripting and imgui integrations that i had in Mirage. Gui previously was limited to an exact singleton HUGE class, only it can draw gui and any gui elements in the engine/game must be written within. This needed a change and i did not love it, did not love it at all. But most importantly, i needed to be able to push gui for tests quickly and did not want to be always bound to engine/game C/C++ code and compilation, so with this big changes i reworked the way scripting works in the engine, and exposed gui to it so i can quickly push imgui elements from scripts anytime.
These changes unleash the true power of imgui in a project…runtime changes via scripting! Now can push gui windows/elements from general gui code, renderer code (any sub-system), game module c++ code, or from lua/python scripts.
Also these changes included supporting the two different scripting languages (lua & python) at the same time, so the game logic can be a mix of both. Instead of only one language or another per game project (as used to be the case in Mirage Engine before).
-m