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feat: scripting system (C# or Lua) #63

@Hekbas

Description

@Hekbas

Add a scripting layer to allow gameplay logic authoring without recompiling the engine.

Tasks

  • Evaluate and choose runtime: Mono/.NET (C# scripting) vs. Lua (lightweight embedding)
  • Integrate chosen runtime as a dependency
  • Implement script component (Component::Script) with asset reference
  • Expose engine API to scripts: entity manipulation, input, time, math
  • Implement script lifecycle: OnCreate, OnUpdate, OnDestroy, OnCollision
  • Hot-reload support (recompile/reload scripts without restarting the engine)
  • Script editor integration (external IDE launch, or embedded code editor panel)
  • Error handling and sandboxing (script errors should not crash the engine)

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