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Member Since 04 Mar 2008
Offline Last Active Apr 13 2015 02:44 AM

Posts I've Made

In Topic: Script object reference in C++

21 September 2013 - 01:18 AM

It is http://brumisoft.com.


Thank you.

In Topic: Script object reference in C++

20 September 2013 - 04:47 AM

Thank you, I now have only one feature left before I'll release it to the public; Skinned animation.

In Topic: Script object reference in C++

20 September 2013 - 04:09 AM

I wasn't aware of the Debugger addon. Thank you, checked it, and now I have a nice game editor with a full angelscript IDE. :) Like this:


Attached File  editor.jpg   98.62KB   25 downloads

In Topic: Native vs Generic calling conventions performance?

03 September 2012 - 12:16 AM

My engine is a 2D full game making solution with AS sitting in it's heart. Basically there is going to be a free license where the engine source is not provided, but a dynamic library can be downloaded. In this version the game makers can use AS to write game code. Basically all engine functionality is delegated to AS and I'm measuring the time spent in the scripting system.

The proof of concept game is now shaping up based on the engine, proving that a full fledged game can be made by using only scripting without touching the engine code. The good news that there is no slowdowns in AS so far, but I'll provide you cases when they are showing up.

In Topic: Autohandles with generic callconv

30 August 2012 - 12:10 AM

I use autohandles on my script interface. The solution itself can be compiled to use native calling conventions or generic, based on the target device (I use generic on android mips and used to use it for arm too before). I use macros like

_DelegateClassMethod( T, FrameServer, AddListener );

and the compiler decides if it is going to be registered natively or generic. With the little fix, the autohandles are working well for generic calling too (no crashes/leaks).