• 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
Lbas

Implicit casting

4 posts in this topic

Hi, First thx for the hard work you made until now, very impressed with the release rate you run :) ! - My request here would be for implicit conversion between types whenever possible. For example, having to cast between int and uint by hand is very annoying (for me at least). Today, the only way I found to resolve it is to declare several prototypes for each function (ex: 'int GetValue()' and 'uint GetValue()' :(. Am I missing something ? In C, you can assign without warning (maybe depending on compiler/warning level ? tested on level 4 under VC6) : uint = sint sint = uint It only display a warning when you try to compare values. ex: if( uint > sint ) // warning : signed/unsigned mismatch I think you're right to prevent user from conversion, but couldn't it warnings instead of errors (maybe with options to select between warning and error) ? - Also, it could be great to use expression such as 'if( ptr )' instead of 'if( ptr != 0 )'. - Last thing, I recently tried to use bits type, but encountered some problems (mainly related to cast too) : can't succeeded to write : bits mask; ... if( mask & 1 ) // report cast problem, need to write if( mask & bits(1) ) Why did you add this type (bits) ? why can't we just use bitwise operators on int family types like in C ? In fact, I've a function which returns an int value. What I wanted to do (more accurately what a user of my tool wanted to do) is to interpret this return value as a bit mask. So he wanted to write something like : int nValue = GetValue(); if( nValue & 1 ) { ... } else if( nValue & 2 ) ... After some tries, I suggested him : bits xValue = bits( GetValue() ); if( (xValue & bits(1)) != bits(0) ) { ... } else if( (xValue & bits(2)) != bits(0) ) ... but it's not intuitive for a C coder in my opinion... Well, don't think I'm an angry man and I hope I'm not too unpleasant with these remarks. As I'm very pleased on using AS, I only want to suggest improvements, especially to be the more C/C++ compilant as possible. Thanks for your attention, Friendly, Lbas
0

Share this post


Link to post
Share on other sites
I have good news for you [smile]. I was already planning on making the implicit casting much more like C++ for version 1.10.1.

- It will be possible to assign an uint to int variable, and vice versa. (Maybe with a warning)

- Although I often use if( ptr ) instead of if( ptr != 0 ) I'm not sure I will implement this implicit cast for AngelScript.

- The bits type was introduced to allow a conversion between float and int without actually modifying the bits. int(bits(float(x))) is not the same as int(float(x)).

With the improved implicit conversions planned for 1.10.1 it will be possible to do bitwise operations on integers.

Instead of writing (xValue & bits(1)), you could write (xValue & 0x1).

- I've found that AngelScript is moving more towards Java than it is towards C++. AS 2 (currently being designed) will remove the pointers, and pass objects around by reference instead of by value. AS 1 will still be supported with bug fixes and minor feature enhancements, though.

Regards,
Andreas
0

Share this post


Link to post
Share on other sites
Excellent news for this beginning of day :)
Again, thanks for your great job !

Best Regards,
Lbas
0

Share this post


Link to post
Share on other sites
Not yet.
Unfortunately I still didn't had time to update to WIP3 (sorry, you're too rapid for me :)).
But yes, I saw you improved this part, and I thank you for that, I think it will make AS still more usable.

I promise I'll come back as soon as I implemented and tested it to send you feedbacks.

Best regards,
Lbas
0

Share this post


Link to post
Share on other sites

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
Sign in to follow this  
Followers 0