Here is an outtake from one of my game scripts: https://gist.github.com/fwsGonzo/d9116c46e5b7f8ed4743ab15f89...
While it may not look like it, flow.cpp calls back into the game engine in a surprising amount of places. It's also something that regularly gets called 10k times per simulation step if there is a cave under the water, for example.
For me right now, I feel like I have reached a sweet spot where I would no longer consider going back. Also, it's a fun project! Sometimes I am wondering if I am enjoying making the game engine more than the game. Oh well.
Might as well tack on to this that you can also choose your language. I have emulated Go, Rust and Nim pretty successfully. Enough to know that they would be a possible choice for emulation. Go is perhaps weird in that you want to avoid the C API (cgo) and just figure out the assembly instead, but that could also lock you to a Go version.
See: https://lpython.org/blog/2023/07/lpython-novel-fast-retarget...
Must admit though, things like this really make one think... what do people even want in a "scripting" language these days?
> The whole project s 100% blueprint with no C++ being used. I think this project is a great example for the power of blueprint.
And that's a post from 2016. These days you can probably create entire games via visual scripting (https://unity.com/features/unity-visual-scripting) as long as they're not too bespoke or demanding.
I can see the benefit of typechecking the "script" code, though. The vulnerable parts are the "syscall" wrappers but they don't change all the time.