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WitchLord

Present your projects that uses AngelScript

31 posts in this topic

I'm interested in knowing where AngelScript is being used. And I thought you too might be interested in showing your projects. Any serious projects will be added to the AngelScript users list (with your permission of course). Even if you don't have a page, or anything to show yet, perhaps you would be willing to describe what you are doing or thinking of doing. No need to go into any details. I'm only asking out of curiousity. No, strings attached. [Edited by - WitchLord on August 3, 2004 4:17:36 PM]
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I''ll be the first to present my project. Although it''s been ages since I actually had the time to update it (most time goes to AngelScript itself).

Texture Generator was the first application to use AngelScript. It was written mainly to test the capabilities of AngelScript, but then grew into something fairly usable. It has potential to become even more useful with the use of plugins (for algorithm that need extra speed, such as perlin noise) and allowing loading/saving of images from the script.

AngelScript was originally thought of for my future plans to develop games. I am going to use AngelScript to control the GUI, such as menu handling etc, and in game events such as opening doors etc. I haven''t decided if I''m going to use AS for AI, but it seems that it is capable of doing that as well.

I only wish I had the time to work on all the game ideas that I have. As it is I barely have enough time to work on AngelScript. Oh well, that''s life...

__________________________________________________________
www.AngelCode.com - game development and more...
AngelScript - free scripting library - Tower - free puzzle game
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The project I have been working on is a 3D game engine called Ghoul. I have been working on the engine as a school project. The major emphasis on the project was to design the system completely before implementing it. This was a individual project that had to be implemented in about a three month timeframe (after the design was completed). I had to keep the project requirements very attainable, especially considering I have had never done any graphics, audio, physics, or scripting work prior to the project, and because I had to balance the work with my other classes.

The engine exposes interfaces to each of the subsystems (graphics, audio, resources, physics, etc) to AngelScript. Scripts are used for configuring the engine and doing any auto-start type functionality. Each level has its own script that loads all the resources for that level, as well as starting any scripts that animate the various entities inside the level. Scripts can also be used to define responses to key/button/axis changes. Certain input (e.g. movement and mouse look) are done in straight C++ code to reduce latency, but any command where latency isn’t really an issue I implemented in scripts.

The final product has met most of the requirements I set for myself, but it is not anything outstanding. I had a website for the project, but my cable modem provider just started limiting me to 1 IP address. After I graduate and move into my own place I''ll post some projects that use AngelScript...

Next engine will be better though!
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I'm using AS for BeatHarness which is basicly a script- and content-driven (winamp)visualization-plugin.
( http://www.beatharness.com )

Using AS for BH almost compensates the horror of having to use LUA for KZ

______________________________
-=[ "If there's anything more important than my ego around, I want it caught and shot now." ]=-
-=[ BeatHarness ]=-=[ Guerrilla Games ]=-=[ KillZone ]=-


[edited by - LDenninger on May 14, 2004 8:21:09 AM]
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I haven''t actually started using Angelscript yet (aside from a few test programs to get comfortable with what it can do), but I''m planning to incorporate it into a game engine I''m working on. The Horde Engine, as it''s called, has two main goals. The first is to optimise performance as a top down / isometric engine (useful for RPG or RTS) although it''s a full 3D engine. The second is to handle many characters on screen at reasonable framerates.

Currently I plan to use Angelscript for AI and level scripts. I might well link it into the console for executing commands.

Unfortunately I have no website up for it yet.
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Multiplayer 2D engine, hovercraft type vehicles that fly around and kill each other. This is my first big game, and I''m mainly doing it as a personal challenge - and as a distraction from uni . SD1 assignments don''t really do it for me...
As much of the game logic as possible is being scripted. No website as of yet, but I''ll get around to something eventually.

- Xavier
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We''re right now in the pre-alpha development phase for Xtreeme Forces, a FPS Squad Action game and we are using Angelscript for our AI/GUI/Initlization stuff.



Jayanth.K
Raptor Entertainment Pvt. Ltd.
http://www.raptorentertainment.com
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Very exciting projects, everyone. I look forward to trying them all out one day.

My own game engine (still pretty much only in my mind) can be described much like that of Orin''s. The game I will write with it is heavily inspired by Team17''s Alien Breed. I''ve been wanting to write this game for about 5 years now, but time doesn''t let me. At least I know that I''m serious about it since my inspiration hasn''t decreased during these years, if anything it has grown.

I''m slowly building the tools and libraries that I will need to make the game. The game engine framework will be based on that of Tower. The scripting library will be AngelScript (of course). I''m only missing the level editor, and the mesh animation code. Once those two components are done I figure that I have everything I need to make this game come true.

Since I don''t have the resources nor time to spend making the types of games of today (Doom 3, Half-Life 2, etc), I will instead concentrate on solid game play with good stylized graphics. There will not be too much fancy effects that need pixel shaders etc.

__________________________________________________________
www.AngelCode.com - game development and more...
AngelScript - free scripting library - Tower - free puzzle game
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Hi,

I am using AngelScript in a survival horror game named Dravanti that I am working on slowly in my spare time. This is still in the early stages, but some screenshots of an old test version are on the site, as well as a developer diary I am writing.

AngelScript is currently used for a GUI that I wrote for the game menus, with script being linked to any event that a UI element can have. It will be used in a similar way for the game world, all objects will have events (OnAction, OnTouch, Onshot, etc) and script will run when those events are triggered. It will also run the AI for the enemies when they are put in.

The game itself uses Resident Evil style pre-rendered 2d backdrops with overlaid 3d characters/items/effects for indoor locations, and will be in proper third-person perspective 3d for outdoors locations.

Dan
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quote:
Original post by WitchLord
My own game engine (still pretty much only in my mind) can be described much like that of Orin''s. ... I''m only missing the level editor, and the mesh animation code.


It certainly does sound like we''re onto very similar ideas. Funny you should mention mesh animation code. I''ve been working on Horde''s for quite a while now. Man, what a task! It''s one of those things that''s easy to do but damn hard to do well. The mesh code, at present, makes up 50% of the engine codebase which already has sound, music, texture management, font and console modules complete. And I''m not done yet!

But speaking of collecting resources, I have to say that I''ve seen a few real quality LGPL (or equally unrestrictive, or at least relatively cheap) libraries sprout up in the last while that have really made it far easier for "amateur" developers to put together an effective game engine with a modest (or non-existant) budget. I think Angelscript really fills an important gap. I actually started a similar project a while back but got distracted by some or other shiny thing.
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Dan Brown:

I see that you''ve made some progression on the game since I first spoke with you. It is starting to look really interesting.

Would you like me to add your project to the users list?

__________________________________________________________
www.AngelCode.com - game development and more...
AngelScript - free scripting library - Tower - free puzzle game
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Yes, feel free to add me to the list of users.

I''ve still got a long way to go, but I''m now in the phase where I can work on ''features'' rather than background libraries.

Thanks,

Dan
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I'm workin on integrating AS into my engine dubbed "basics" or "BSX". The BSX engine will be used to power an awsome game myself and a coworker are working on. Unfortunately I can't disclose any info, but it's gonna be fun! I'll post a url when I put up a site :]
(any serious (and I mean serious) coders wanna help, lemme know!)

admit nothing, deny everything and make counter accusations.


[edited by - e c h o on May 24, 2004 6:24:07 AM]
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I've put my other project on the backburner, and produced the Sword Engine instead:
http://sword.noreality.net/

From the website:
"The Sword Engine is a game engine designed specifically for the development of grid based games (Tetris, Box Pushing games, etc...) Each game is programmed using Angelscript, a scripting language with the same syntax as C, and an easy to use API provided by the engine. Low level tasks like window creation and rendering are handled by the engine, so all you have to focus on is the game logic."

I'm having a short break from it at the moment, but I hope to keep working on it in time.

If you feel it is worthy of the Angelscript users list I would be honored.

And can someone confirm that I have abided by the terms of the Angelscript license? I'm not really confident with how all this stuff works :S

- Xavier

[edited by - meink on June 8, 2004 7:16:48 AM]
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Very cool indeed! I liked it very much. Perhaps you could show some screenshots of the games on the site.

I''ll add your Sword Engine to the list of users asap.

I can assure you that you have abided to the license. Pretty much the only thing the license doesn''t permit you to do is to release the source code for the library and say it was you who wrote it. I thank you for the credit and the link to the library in the readme file.

Regards,

Andreas Jönsson
Author of AngelScript


__________________________________________________________
www.AngelCode.com - game development and more...
AngelScript - free scripting library - Tower - free puzzle game
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Thanks for the feedback.
I made the site rather quickly. Can you tell?

I''ve updated the site with a tutorial and screenshots, so it''s a more rounded experience now .

- Xavier
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Looked at the Sword project a couple days ago, forgot to say how cool that looked. Nice job
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I see quite a lot of new people taking interest in AngelScript. Perhaps you would like to present your projects as well?

I have an insatiable curiousity for what my library is being used for :)

Regards,
Andreas
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We are investigating AngelScript for use on Battlemyth.

The website hasn't been updated in a while but you can check us out at: http://www.mergato.com

Tony
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That looks like a really cool game. Let me know if you decide to go with AngelScript as I would very much like to add Battlemyth to list of AngelScript users ;)
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Hi,

I'm using AngelScript for a picture generator tool. This is not yet a procedural based generator, but rather a sprite based one (you create some place where sprites will appear, and script generates pictures placing textures at these places allowing you to generates sprites combination or animations).

I have to say it was a great thing to discover AngelScript ! (through flipcode news)

Lbas
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I'll add your Ghoul Engine to the list of users. It doesn't matter to me that it is simple, it is still a testemony of how AngelScript is easy to use. [smile]

I see that you released the source code for the project as well. Very cool, now I can refer to something concrete when people ask for samples on how to use AngelScript.

The Particle API looks cool. I'll have to take a look at that one, thanks for mentioning it.
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Cool, another game that uses AngelScript. [smile]

I've seen the old ones before, though I haven't had the chance to try them out. Since you decided to use AngelScript for your latest creation I'll have to find the time to give it a try, don't you think? [wink]

I'll add it to the list of users ASAP.
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Well, if you do find time to check it out, please give a glance at the scriptAPI.txt and check if you have anything to comment about it.

Currently it is somewhat of half-direct mapping to part of the C++ code, which I have the feeling that I should probably throw away parts of the structure related to that.

For example, in script code, currently there's need to fetch instance to game app object, then fetch instance to physics world instance from the game app and then you can e.g. find objects from the physics world. All this is of course preferably done in onInit() for a given level.

But I think that maybe I should straighten the scripting API on a few places so that there might be just global functions instead of class methods for everything which is normally related to only an singleton instance of an object.

Any other ideas how to simplify scripting side but still maintain great deal of flexibility for doing wide variety of different things for levels? Currently my script API is clearly quite oriented for people who already know how to code at least to some degree, and are of course familiar with C/C++/Java style syntax (due to AS). If possible, I'd like that the scripting API would be so that it might be possible to make a bit simpler actions to levels with knowing only bare essentials of programming or so.
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