There isn’t a specific example for integrating
into other applications, although that sounds like a great tutorial You may have already seen the post below, it’s the most comprehensive set of high-level instructions to-date for this.
Hi zippknott - yes it is absolutely possible to use SkookumScript with any engine that comes with C++ source if you are a reasonably experienced C++ engineer. The SkookumScript and AgogCore libraries as well as the SkookumIDE contained in the UE4 plugin release are not Unreal Engine specific and can be transplanted into any other engine. Just use the Unreal Engine integration as an example and you should be good to go. There are a few caveats though:
Engine bindings: While our Unreal Engine Plugin comes with thousands of existing engine bindings (engine functions you can invoke from SkookumScript), there is no such integration (yet) for Ogre3D. So before you could really harness the power of SkookumScript with Ogre3D, you would have to create a library of C++ engine bindings yourself. Depending on what exactly you want to do in Ogre3D, you might get away with a few dozen bindings, but a full engine integration of SkookumScript would probably have a binding count at least in the hundr…