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