Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by pass type, topic, and format. You will be able to build your personal schedule directly within the event platform, once live early July 2021.
Arturo Cepeda (Senior Engine & Game Programmer, Deck13 Interactive)
Pass Type: All Access Pass, Summits Pass
Vault Recording: TBD
Audience Level: N/A: I prefer to present live on-site but I am open to delivering a virtual presentation
This talk explains the process followed for the integration of the current scripting system in Deck13's in-house engine Fledge, allowing not only programmers, but also people from other departments such as game design and art, to benefit from a more agile workflow, thanks to the hot-reloading and the debugging features, without paying any additional costs in terms of performance in final builds, which is one of the biggest disadvantages of using scripting languages in games.
In addition to that, it goes through the different approaches used in previous versions of the Fledge engine in a post-mortem fashion, analyzing their pros and cons and indicating the reasons why they eventually were discarded.
The presented material will give the attendees a detailed insight of how Fledge's scripting system works, providing enough information for them to be able to incorporate scripting features with zero overhead in final builds in their own engines or games.
Experienced engine or game C++ programmers interested in the integration of an embedded scripting system in their code.