Re: [C++-sig] Boost.Python As Engine's Scripting Language

2015-04-28 Thread Ger van Diepen
I believe we have done something similar to what you intend to do. We have an astronomical query language (implemented in C++) where arbitrary user defined functions (named libname.func) can be loaded dynamically from a shared library. It has the possibility of user defined functions implemented

Re: [C++-sig] Boost.Python As Engine's Scripting Language

2015-04-28 Thread Stefan Seefeld
On 28/04/15 02:35 AM, Oam wrote: [...] > How would I make it so it retrieves the TestPiece class for execution > without having to manually create an object on the python side. What I > really want is for the object to exist on the cpp side, but the python > side is what is manipulating it's beha

Re: [C++-sig] Boost.Python As Engine's Scripting Language

2015-04-28 Thread Oam
After further tinkering I'm feeling like I have a good starting location. I have the BaseBehavior inheritable class exported to the Python side for utilization, and I have my cpp side calling the particular test script that contains a class inheriting from the BaseBehavior and executing it. Howeve

[C++-sig] Boost.Python As Engine's Scripting Language

2015-04-28 Thread Oam
(Original Message Posted At : http://www.gamedev.net/topic/667952-boostpython-as-engines-scripting-language/ ) Am I thinking about this the right way? I'm currently working with some Boost and Boost.Python in my