   Programming in real time
  Im about to create and editor for my game, but at the same time I would like to create the "engine" for it at the same time.So what Im planning is to create an enviroment where the game will run (game loop I/O, etc...) and where you can create scripts and preview them inmediately in the engineThe engine will provide an in-game text editor which will edit the scripts and save them to files so the next time the game is restarted the game will still be able to access themI was wondering what you guys think of this? any tips or possible problems I may encounter?thanks!   
  I'd highly recommend doing your script editing from outside the game code, because after the fifth or sixth time you lose your day's work to an unexpected crash bug, you'll go insane [wink](Also, writing a text editor widget is a pain in the ass. Trust me, I speak from lots of hair-pulling experience.)Other than that... it's a solid way to work. We did something very similar for several titles, and plan to continue using a similar approach for the future.   ;Quote:Original post by ApochPiQ(Also, writing a text editor widget is a pain in the ass. Trust me, I speak from lots of hair-pulling experience.)(not if you base your editor on scintilla, for which there are bindings for most widget-kits, or if you happen to use Qt, it's even easier (including brace matching), see google "qt + "syntax highlighting"", believe me ;));  Yep, I'm a big fan of Scintilla... but sadly it's not always an option. Either way, not embedding a text editor at all is less work than even Scintilla [smile]   