   C++ in game script editor dealy
  I''m in the middle of trying to making a game, and I decided to stop and make a 2D rpg editor. And I wanted to add an in-game c++ editor. This is the whole idea:The scripts would be in real c++. I would make a header/source set that contains all of the possible functions for the script. Then during editing, if the user wanted to add a script, an editor would popup. When the user was done, I would save it to the script filename they provide (i.e. PlayerEntersTown1.cpp). Then only problem I''m having is how to include it. So I thought up the idea to have a set amount of script files, and name them default names (i.e. Script_0001.cpp). Would this be a good idea, (If I did it this way, I could #define the Scripts actual name, or use something like a constants).My second question is windows edit boxes in-game. I want to make an edit box, but the games are going to be fullscreen, how do I do this?Any ideas/help would be appreciated.    /*I use DirectX 8.1 and C++ (Microsoft Visual C++ 6.0 Professional edition)*/ 
  finish your game. that''s my suggestion. ;  Why would you want to do scripting with C++ at runtime? Is that even possible? Wouldn't a real scripting language be better?   Game Development Wiki [edited by - BradDaBug on February 5, 2004 10:57:05 AM];CINT is a C/C++ interpreter.  I toyed with it, but never used it because it''s not embeddable.  You can use it to call shared objects, but I''d rather embed the script interpreter into my application, not the other way around.I agree with BradDaBug on this one.  I''d rather embed Tcl, Python, or Lua into the application.  That way I''d have the high-level features and simplicity of the scripting language, and I could extend it through C/C++ when I need better performance.