Jump to content



- - - - -

GRACE2 engine - Our game engine using AngelScript :)

  • You cannot reply to this topic
14 replies to this topic

#1 virious   Members   -  Reputation: 145

Like
1Likes
Like

Posted 14 May 2012 - 02:20 AM

Hello,

I proudly present our game engine - GRACE2 (http://grace2engine.com/) which uses AngelScript as a scripting language Posted Image. That's why I am always bothering you with so many questions/requests/bugs Posted Image.

Ad:

#2 FDsagizi   Members   -  Reputation: 131

Like
0Likes
Like

Posted 14 May 2012 - 02:53 AM

need more screen shots, videos, and SDK!

Looks good!

PS\ PS3 and XBox 360 testing on this time? or this plansPosted Image

#3 virious   Members   -  Reputation: 145

Like
0Likes
Like

Posted 14 May 2012 - 03:28 AM

All that platforms which were mentioned on our page are supported :). SDK was available yesterday I think it will be online soon.

#4 Andreas Jonsson   Moderators   -  Reputation: 1261

Like
0Likes
Like

Posted 14 May 2012 - 08:08 AM

Nice work!

I'll have to find the time to download this SDK to give it a try. Especially the script IDE you've implemented :)

Out of curiousity, are you using native calling conventions for AngelScript on all the supported platforms? Or did you have to switch to the generic calling conventions with wrappers on any of them? I'm mostly looking for additional confirmation that everything works with the native calling convention, as I'm not able to test all platforms myself.

I'm also curious about Tetragramatron. Is this visual scripting system a completely separate scripting system from AngelScript, or is it a layer on top of AngelScript, i.e. does it generate AngelScript code from the visual graphs?

Regards,
Andreas
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game

#5 Tzarls   Members   -  Reputation: 106

Like
0Likes
Like

Posted 14 May 2012 - 11:08 AM

In your "Simplest Application" tutorial you have something like this:


58 // remove splash
59 delete splash;
60 splash = NULL;
61 .....
73 delete splash;

Crash!Posted Image

Edited by Tzarls, 14 May 2012 - 11:10 AM.


#6 virious   Members   -  Reputation: 145

Like
0Likes
Like

Posted 14 May 2012 - 12:42 PM

View PostAndreas Jonsson, on 14 May 2012 - 08:08 AM, said:

Nice work!

Thanks Posted Image.

View PostAndreas Jonsson, on 14 May 2012 - 08:08 AM, said:

Out of curiousity, are you using native calling conventions for AngelScript on all the supported platforms? Or did you have to switch to the generic calling conventions with wrappers on any of them? I'm mostly looking for additional confirmation that everything works with the native calling convention, as I'm not able to test all platforms myself.

I'm using mostly native calling convention for all those platforms, but we will be testing it extensively again in the near future to check if everything works fine.

View PostAndreas Jonsson, on 14 May 2012 - 08:08 AM, said:

I'm also curious about Tetragramatron. Is this visual scripting system a completely separate scripting system from AngelScript, or is it a layer on top of AngelScript, i.e. does it generate AngelScript code from the visual graphs?

Tetragramaton is a tool for creation of graphs which are built with the VAS (Visual AngelScript) blocks. Each VAS block is a type registered to the AngelScript (with it's methods and properties). In Tetragramaton we create graph for some functionality. Each graph has one entry point, which is treated like a normal AS function. If we have graph with the entry point called "SomeEntryPoint", we can call it in scripts:

SomeEntryPoint();

and it will execute logic which was created in that graph. But if someone wants to write some code without using graphs and blocks, he also can, because as I mentioned earlier, all those block types are also registered to the AngelScript engine.

I hope I've explained it well Posted Image.

#7 virious   Members   -  Reputation: 145

Like
0Likes
Like

Posted 14 May 2012 - 12:43 PM

View PostTzarls, on 14 May 2012 - 11:08 AM, said:

In your "Simplest Application" tutorial you have something like this:


58 // remove splash
59 delete splash;
60 splash = NULL;
61 .....
73 delete splash;

Crash!Posted Image

Thanks for pointing that out! We'll get this fixed :).

#8 Andreas Jonsson   Moderators   -  Reputation: 1261

Like
0Likes
Like

Posted 14 May 2012 - 06:50 PM

View Postvirious, on 14 May 2012 - 12:42 PM, said:

I hope I've explained it well Posted Image.

Thanks for the explanation. It gives me an idea of what it is. Sounds like it is a parallel system accessing much the same API provided to AngelScript rather than a layer on top of AngelScript.

Once I get the time to play around with the SDK I'm sure I'll have a lot of questions.

[edit] I've added a link to the engine on the users list.

Edited by Andreas Jonsson, 14 May 2012 - 06:51 PM.

AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game

#9 virious   Members   -  Reputation: 145

Like
0Likes
Like

Posted 15 May 2012 - 01:37 AM

View PostAndreas Jonsson, on 14 May 2012 - 06:50 PM, said:

[edit] I've added a link to the engine on the users list.
Yay, thanks :).

#10 InvalidPointer   Members   -  Reputation: 558

Like
0Likes
Like

Posted 18 May 2012 - 08:49 PM

View PostTzarls, on 14 May 2012 - 11:08 AM, said:

In your "Simplest Application" tutorial you have something like this:


58 // remove splash
59 delete splash;
60 splash = NULL;
61 .....
73 delete splash;

Crash!Posted Image
Deleting a null pointer is well-defined behavior in the C++ spec and will do nothing-- don't perpetuate that myth! ARRRRRRRRRRRRRGH

(it's cool, the more you know)
clb: At the end of 2012, the positions of jupiter, saturn, mercury, and deimos are aligned so as to cause a denormalized flush-to-zero bug when computing earth's gravitational force, slinging it to the sun.

#11 Tzarls   Members   -  Reputation: 106

Like
0Likes
Like

Posted 19 May 2012 - 09:10 AM

Yes, you´re right, my bad. Now I know!Posted Image

#12 FDsagizi   Members   -  Reputation: 131

Like
0Likes
Like

Posted Yesterday, 09:04 AM

Download!!!!Posted Image

#13 virious   Members   -  Reputation: 145

Like
0Likes
Like

Posted Yesterday, 12:57 PM

As FDsagizi noticed Posted Image, we have our SDK available to download here at our webpage (http://grace2engine.com/download/). We also uploaded some screenshots of our tools and a gameplay movie of game "Chicken Shoot" made on GRACE2 engine for the iPad 2 tablet.

Edited by virious, Today, 05:13 AM.


#14 FDsagizi   Members   -  Reputation: 131

Like
0Likes
Like

Posted Yesterday, 08:52 PM

View Postvirious, on 22 May 2012 - 12:57 PM, said:

As FDsagizi noticed Posted Image, we have our SDK available to download here at our webpage (http://grace2engine.com/download/). We also uploaded some screenshots of our tools and a gameplay movie of game "Kurka Wodna" made on GRACE2 engine for the Android tablet.

Where is editor( SANDBOX ) ???

#15 virious   Members   -  Reputation: 145

Like
0Likes
Like

Posted Today, 01:38 AM

Our tools and samples release schedule should be available on our webpage soon.






We are working on generating results for this topic
PARTNERS