OK this is highly unpolished but I'm so excited I'm posting it anyway!
Something I've been trying to do for months is get a project together which is written in C++, but still plugs in to Polycode's LUA-bridge features. Out of the box Polycode can do C++
or LUA but not both in one program. But I have now successfully bullied it into doing both in one program anyway!
In effect, what I've got here is a window you can type the Polycode LUA examples into ( like
this ) and it will execute them as you go (see pictures below). The idea with this code is that eventually instead of starting with a blank screen, one could write a game in C++, and then at any time drop into this console and type in, like, sun:setColor(0,1,0,1); if you just really wanted to see what it would look like if the sun were green. I'm planning to build my next game project around these tools :D
Mac test build:
http://vote.grumpybumpers.com/j/p/conso ... mplate.zipSource:
https://bitbucket.org/runhello/polyconsoleWhere I need to go with this next:
- Console could be cleaner, 'paste' sure would be nice.
- print() output is not yet printed back directly into the window and error messages are oblique.
- There should be an option to log the things printed into/out of the console.
- The LUA code can only see the base Polycode libraries. I need to figure out how to run the binding script against my
own project so that LUA can also see variables and functions and classes declared within the game itself.
- Right now the project is mac only (it's just based on the template project...)!
Also note: The linked project will only compile against my personal fork of Polycode, because it uses getScreenInfo(). But the build script is set up to download from my fork so that's ok.

