• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
  • entries
    21
  • comments
    30
  • views
    11874

scripting

Sign in to follow this  
Followers 0
pinacolada

312 views

Yeah I change my mind a lot.

After evaluating Rhino, I came to this conclusion: really no scripting language has a very fluid way of passing Java objects to a script.

So with that knowledge in hand, I went back to JRuby because a) I have a crush on that language, and b) I do know a roundabout way to pass a java object to a ruby script (just use the BSF).

So I set up a performance test. On one side is this ruby code:


include_class 'SVGSprite'

def draw
num_steps = 70;

for step in 0...num_steps
angle = step * 1.0 / num_steps * 2 * 3.1415926545;
loc_x = 100+ 40*Math.cos(angle);
loc_y = 100+ 30*Math.sin(angle);
$sprite.setRotation(angle + 3.1415926545/2);
$sprite.setPreferedSize(2, 15);
$g.draw($sprite, loc_x, loc_y, SVGSprite::CENTER);
end

end
public :draw



and the other side is the java version:


int num_steps = 70;
for (int step=0; step < num_steps; step++)
{
double angle = (float) step / num_steps * 2 * Math.PI;
double loc_x = 100+ 40*Math.cos(angle);
double loc_y = 100+ 30*Math.sin(angle);
sprite.setRotation(angle + Math.PI/2);
sprite.setPreferedSize(2, 15);
sprite.draw(g, (int)loc_x, (int)loc_y, SVGSprite.CENTER);
}



And the result is that the Java version worked 4 times faster than the JRuby version. That's ridiculous! The bulk of the processing time *should* be in the SVG rendering and the actual image drawing (the details of which are handled in java code), but somehow JRuby manages to take forever doing its thing. So that's it, that's the nail in the coffin, I'm done with it I promise.

So I think I'm going with BeanShell like H_o_p_s suggests. The nice thing is BeanShell looks a lot like Java, so if I ever get worried about performance, I can just copy-paste BeanShell code into java.

Also, while I had JRuby working, I did get to enjoy a few moments of interactive development (that is, changing the code while the game is running, and seeing the results right away). And let me tell you, it was delightful.

0
Sign in to follow this  
Followers 0


0 Comments


There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now