eddietree
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« Reply #140 on: May 07, 2012, 06:38:35 AM » |
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Cheers, UncleDec. And good luck with that! Now with a proper debugger and console for my engine's virtual machine, it is really starting to feel like a proper development environment for scripting.
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eddietree
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« Reply #142 on: May 07, 2012, 07:13:21 AM » |
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Thanks. Why you chosen GameMonkey? It's better than C++ or Lua? My engine is developed in C++ and has bindings to GameMonkey scripting language. After weighing the pros and cons of several of the popular scripting languages (Lua, Angelscript, etc), I decided to settle on GameMonkey. GameMonkey is coded in C++, so it binds very well to existing C++ engines. It has proper coroutine support (including thread forking, etc) as well as nice global-table data-access patterns. Furthermore, indices start at ZERO instead of ONE, which is very annoying in Lua. Also supports Ints and Floats types, while Lua has only doubles. The list goes.. The developers of GameMonkey created the script with Lua in mind, but added tons of features that were more game related. However, the cons of GameMonkey include its small community support in relation to Lua's huge community as well as more programmer-oriented syntax -- GameMonkey is more C-based while Lua is some sort of C/BASIC hybird.
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offset
Level 1
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« Reply #143 on: May 07, 2012, 07:42:01 AM » |
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eddietree, what font are you using?
I love Lua, and do not use other languages for two reasons may simply not like or a small community, I am afraid that I could not get proper support for any problems in using / learning.
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peous
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Indie opportunist
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« Reply #144 on: May 07, 2012, 09:57:01 AM » |
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Thanks. Why you chosen GameMonkey? It's better than C++ or Lua? I agree GameMonkey is a great script library even if the C++ code itself is sometimes a bit ugly. It feel too that it's easier to use than LUA that re-invented a syntax. It's not so far from javascript, too.
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eddietree
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« Reply #145 on: May 07, 2012, 05:46:28 PM » |
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eddietree, what font are you using?
I love Lua, and do not use other languages for two reasons may simply not like or a small community, I am afraid that I could not get proper support for any problems in using / learning.
The font is called Proggy. It is a nice small monospace font. Lua is nice, I am not arguing with that. But GameMonkey, to me, feels more applicable for games than Lua, which is more for general purpose use. I have been using GameMonkey for awhile and it is more preferable, in my own opinion. I do agree that if you are starting off, Lua is probably better since it has better documentation and community support. At my studio ( Q-Games), we built the our PlayStation 3 PixelJunk series of games all using GameMonkey. It greatly increases the productivity during prototyping and full production.
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eddietree
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« Reply #146 on: May 11, 2012, 06:59:01 PM » |
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More non-game related boring engine stuff: I implemented more tools into my engine to help with debugging and optimization. Now displays line graphs of the performance of various components of my engine allows for real-time detection of performance bottlenecks and such
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BlueSweatshirt
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« Reply #147 on: May 11, 2012, 09:29:53 PM » |
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Also, the game is nearing completion.
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kamac
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« Reply #148 on: May 12, 2012, 12:47:53 AM » |
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This project is insane in positive way I like embedding scripting languages, as I like OpenGL now - two reasons why should I follow it . (By the way, I have to embed scripting languages myself more often!)
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eddietree
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« Reply #149 on: May 12, 2012, 08:41:26 AM » |
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Implemented me some Godrays on the Japanese lantern scene. Fun and easy! Also, stay tuned for a new build, will be released very very soon.
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Franklin's Ghost
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« Reply #150 on: May 12, 2012, 08:45:44 AM » |
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Looking great. Looking forward to the new build.
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eddietree
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« Reply #151 on: May 12, 2012, 08:56:27 AM » |
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...I have to embed scripting languages myself more often!
Embed scripting more often? You only need to embed one!! I'd say the top contenders are Lua or GameMonkey.
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« Last Edit: May 12, 2012, 09:02:27 AM by eddietree »
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rivon
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« Reply #152 on: May 12, 2012, 09:28:20 AM » |
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May I ask you how the GameMonkey compares, according to you, to AngelScript and ChaiScript?
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eddietree
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« Reply #153 on: May 12, 2012, 09:59:50 AM » |
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May I ask you how the GameMonkey compares, according to you, to AngelScript and ChaiScript?
When I was looking for a scripting language, I wanted one with native threading, nice garbage collector (incremental) and simple bindings to C++ functions/types. I have no experience with AngelScript and ChaiScript, but I have heard good things about them as well as others such as Squirrel, Python and even Javascript-V8. I am by far not an expert on scripting languages, so this might just be nonsensical ramblings. But my thoughts were, since I wanted to focus on cross-platform, the script bindings should not require any such libraries as boost-lib (in Luabind) or any gnarly use of templates, which can slow down build times and is sort of hard to debug. When I did my initial light research into AngelScript, I was slightly turned off by their templated bind syntax. Heavy use of templates makes me a sad panda. In Chaiscript, I saw Boost headers and I screamed like a little girl. I mentioned in the previous post about my thoughts on Lua. My company uses Gamemonkey and I found it really easy to use and to bind classes from C++. Also, it was extremely portable, as we were able to have it running on PlayStation 3 dev-kits quite cleanly. It also builds in 64-bit mode, has great support for debugging and many other groovy features.
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Quarry
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« Reply #154 on: May 12, 2012, 10:08:48 AM » |
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Can we has mod
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rivon
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« Reply #155 on: May 12, 2012, 01:59:33 PM » |
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Thanks, that's very useful info for me
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BlueSweatshirt
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« Reply #156 on: May 12, 2012, 05:34:09 PM » |
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Modding is *technically* possible. I don't know whether or not Eddie plans to keep that functionality exposed though. Personally, I don't see why not.
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eddietree
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« Reply #157 on: May 13, 2012, 05:45:05 AM » |
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This build is basically fully featured but I consider it in "beta". It has basically all of the mechanics of the game implemented. The game is quite short and sweet, but there are still a few minor tweaks left to do and the sounds are still in-progress, but I need to push it out to yall for some feedback. I would greatly appreciate to hear what you have to say about the game. Was the progression obvious and were you stuck on anything? Were you able to make it to the end? What do you think about the graphics? Or does the game just crash on startup? Let me know!If it does crash, can you please send me an email ( [email protected]) and attach the LOG.txt file. Thank you very much!
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Quarry
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« Reply #158 on: May 13, 2012, 06:05:19 AM » |
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Fits the tree
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eddietree
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« Reply #159 on: May 13, 2012, 06:51:57 AM » |
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Fits the tree
Your posts... so enigmatic...
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