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Member Since 11 Jun 2007
Offline Last Active Oct 17 2013 08:43 PM

Topics I've Started

Wrapping my head around AngelScript

29 February 2012 - 10:55 PM

I'm been playing with AngelScript for around a week or so, and having some trouble wrapping my head around how it all fits together. I'm hoping someone here can walk me through what I need to do to achieve what I want.

Basically I just want the entities in my project to be controlled by a script class(one class per entity type). The entities are described by xml(lists the script file, and image files used by the entity).

I think I need a single Script Engine for my entire app. Then do I need to build a module for each entity type? The entities are only different on the scripting side, they all use the same generic class on the C++ side.

I've been trying to work this all out from the Game sample included in the sdk, but some of it leaves me confused. I think it's supposed to be one module per entity, yet the example registers its objects to the engine rather than the module. Do I just register all of my classes(the ones I want scripts to be able to use) to the engine for all scripts to access?

Where is IController coming from? I couldn't find it in any of the script files in the game sample project or in the C++ app. Is it a generic part of AngelScript?

I suspect I'll have a lot more questions as I learn more about this library, sorry in advance if all my questions get annoying. :P