https://github.com/ketoo/NoahGameFrame/wiki
NoahGameFrame (NF) is a lightweight, fast, scalable, distributed plugin framework. NF is greatly inspired by OGRE and Bigworld.
https://github.com/ketoo/NoahGameFrame/wiki
git clone https://github.com/ketoo/NoahGameFrame.git
or
svn checkout https://github.com/ketoo/NoahGameFrame
https://github.com/ketoo/NoahGameFrame/wiki
IF YOU CAN NOT BUILD THE DEPENDENCIES THEN PLEASE RUN THE CMDS BELOW TO SET UP THE ENVIRONMENT:https://github.com/ketoo/NoahGameFrame/wiki/How-to-run-the-Helloworld
HOW TO DEBUG WITH UNITY3Dhttps://github.com/ketoo/NoahGameFrame/wiki/How-to-debug-with-unity3d
WebSite: https://github.com/ketoo/NFUnitySDK
https://github.com/ketoo/NoahGameFrame/wiki
The NFrame project is currently available under the Apache License.
// ------------------------------------------------------------------------- // @FileName : HelloWorld1.h // @Author : ketoo // @Date : 2014-05-01 08:51 // @Module : HelloWorld1 // // ------------------------------------------------------------------------- #ifndef NFC_HELLO_WORLD1_H #define NFC_HELLO_WORLD1_H #include "NFComm/NFPluginModule/NFIPluginManager.h" class HelloWorld1 : public NFIModule { public: HelloWorld1(NFIPluginManager* p) { pPluginManager = p; } virtual bool Init(); virtual bool AfterInit(); virtual bool Execute(); virtual bool BeforeShut(); virtual bool Shut(); protected: }; #endif #include "HelloWorld1.h" bool HelloWorld1::Init() { // Use this for initialization std::cout << "Hello, world1, Init" << std::endl; return true; } bool HelloWorld1::AfterInit() { // AfterInit is called after Init std::cout << "Hello, world1, AfterInit" << std::endl; return true; } bool HelloWorld1::Execute() { // Execute is called once per frame //std::cout << "Hello, world1, Execute" << std::endl; return true; } bool HelloWorld1::BeforeShut() { //before final std::cout << "Hello, world1, BeforeShut" << std::endl; return true; } bool HelloWorld1::Shut() { //final std::cout << "Hello, world1, Shut" << std::endl; return true; }
Create a Lua Script File, and Must Contain following functions
awake()
init()
ready_execute()
after_init()
before_shut()
shut()
Mostly like this
test_module = {} register_module(test_module,"test_module"); function test_module.awake() end function test_module.init() end function test_module.after_init() end function test_module.ready_execute() end function test_module.before_shut() end function test_module.shut() end
##Step 2 Add your LuaScriptModule Infomation into script_list.lua
ScriptList={ {tbl=nil, tblName="TestModule"}, {tbl=nil, tblName="TestModule2"}, } load_script_file(ScriptList)
##Hot fix Add your lua script file name on here script_reload.lua
New Feature in future: Blue Print System
Demo:
Amazing open source projects:breeze
gce
moon
https://github.com/ketoo/NoahGameFrame/wiki
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