Sign in to follow this  
WitchLord

Present your projects that uses AngelScript (2nd round)

Recommended Posts

Hello everybody, it's been a while since made this poll on the AngelScript community. I'm very curious about where my scripting library is being used, and I would also like to extend the users list on the AngelScript page. This is your chance to get some traffic to your project pages, and to show off what you're doing. Even if you are already on the users list, I would still like to hear from you again. Let's hear what you've got. Regards, Andreas

Share this post


Link to post
Share on other sites
I've got two projects using AngelScript at the moment.

One is the mud server I posted here earlier. I'm currently trying to automate the process of binding things to angelscript using preprocessor meta programming.

The other is a 2d game. I'm only using AS for macro-things in it, like cutscene-esque events and the tutorial levels. I'll probably use a script to define GUI creation too, instead of some sort of complicated datafile.

Share this post


Link to post
Share on other sites
While terribly unfinished my current "in-development" project, 'CDogs RIP' uses AS for its entity event system and parts of the console. A little demo can be found: HERE. All the hard stuff is actually already done (initilisation, model/texture/sound loading, entity/particle systems) - all thats left is a level editor and a menu system plus lots of art and it should be good to go.

Once the game is done/mostly done I'm planning on writing a little tute on how to mod the scripting thats there to create new entities and weapons so users can make their own simple mods. Hopefully the way I've set it up should make it all pretty easy ... but as always I just need more time :P


And my first test of AS the 'Terrain Dropper' demo (found HERE) uses AS to control the drop point, speed and depth. Its pretty simple but it was great for learning how to integrate AS into my projects so it served its purpose well!

Share this post


Link to post
Share on other sites
Deyja:

Your JMUD engine is already on the list, although unfortunately I haven't had the time to try it out yet. I hope you'll let me know when there is some actual game available for it as well :)

I'm also curious to see this 2D game of yours once you're ready to show it.

kaysik:

I downloaded the test demo for CDogs RIP, it looks like it could become an interesting little game. I look forward to seeing the progress on this project. I'll add this to the list of games in development.

Share this post


Link to post
Share on other sites
Basically we're planning on using AngelScript in a online game (not massive, only 10-100 clients).

So far we've just used AS in small tests, as we haven't reached the maturity of the game engine to incorporate scripting in it yet.

The game is coded using ClanLib, a C++ Game SDK.

No point putting us up on the Users list yet, we'll let you know once we have something more concrete.

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
Hi!
I'm using it for the next version of my small online rpg, called Gekkeiju Online. It's used mostly for quest and npc scripting but also for some main elements like the battle-code.
The homepage can be found at: http://www.coolhouse.fi/gekkeiju


--
Lauri Aalto

Share this post


Link to post
Share on other sites
sphair:

Sounds cool. Let me know as soon as you have something to show.

Lauri:

This game is looking as if it could become something really great once it is finished. I'll add your project to the users list this weekend.

Share this post


Link to post
Share on other sites
kaysik:
Cool! I loved C-Dogs (and Cyberdogs for that matter) from the day I saw it..


Anyway.. I'm making a small game at the moment, just because I'm bored (a c-dogs like game btw, lol), and I think I'll include some scripting in it.. AngelScript seems cool.. And well.. After that, I have some larger ideas (an RPG and an RTS), which will also require scripting.. But those are just in planning stage yet.. :p

Share this post


Link to post
Share on other sites
Looks like an interesting game, Hardguy. I'll give it a try as soon as I can get the time to do so.

I'll also add it to the list as soon as possible.

I'm very pleased that games (and other products) that are using AngelScript are getting finished. It makes me feel like I'm finally getting close to become a real game developer. [grin]

The next step would be to actually make a living on this. (*hint* donate *hint*) [wink]

Share this post


Link to post
Share on other sites
We're using it in our Current Game codenamed "Xtreeme Forces" and an undisclosed game as well. but it's still version 1.8.x, sadly the pace at which we go, we cannot work on the scripting modules anymore, hence still the old version.

we'll probably upgrade to 2.3.0 as soon as the cleanup modules begin, depending on how much forward compatible the current scripts will be.

I think you should freeze development, and try pushing the community up a bit, since it seems to be dying out. try writing some articles for gamedev and gamasutra on AngelScript and try getting someone in Rockstar to use it maybe! This way we can push AS farther than it already is, just to make sure it gets as popular as Python or LUA!

Share this post


Link to post
Share on other sites
I'm already on the list but I'm taking the opportunity for a quick plug ;)

I'm currently working on the last 20% of Atomixer... the part that takes 80% of development time :) Current development is in alpha stage. The game is an action/puzzle game aimed at the casual game market. Uses SDL, ZLib and AS all wrapped in my own 'engine' code.

I'm using AS mainly to implement different game modes, configurations and level design.

Share this post


Link to post
Share on other sites
Hi EddHead,

it's been a while since I heard from you. How is the progress going? Do you think you'll be releasing a demo soon? At least a tech-demo ala id Software?

I don't think freezing the development on the library and writing articles instead will help making it more popular. The library is still missing too many features to make it that 'perfect' scripting library it needs to be to take on Lua and Python on a large scale. I need to keep on developing and improving the library until it reaches a mature state, when I can call the library complete.

None of the really large game development studios will use AngelScript at its current state, since they cannot afford to use experimental libraries. But more and more people start using it, and it is getting more and more known around the world of scripting languages. Someday I hope that the large developers will use it as well, but that's just a dream at this moment.

What I really need is more large scale games (like yours) that use AngelScript and become successful. That should really boost its popularity. [wink]

I don't think the community is dying out. To me it seems to be growing quite steadily, with more and more people getting to know the library and using it in their project. Perhaps you think the community is dying out because part of it moved to the mailing list at Yahoo?

Regards,
Andreas

Share this post


Link to post
Share on other sites
Yes, you are right, but i prefer the GameDev forum to the mailing list. We do need to have some AAA game developers as users so that we really know what's left, i feel it still does have everything it needs to. but we never know. for example UnrealScript compiles to headers and integrates with the code itself. this makes it more of a control language than a scripting language. like what python has done to some games.

we have halted development of our current game due to other priorities, and i hope to get back to it soon, cos that's where i can fully utilize AS properly, not just for initiliazation.

Share this post


Link to post
Share on other sites
Eddhead - you should be able to go from 1.8 to 1.10 without any trouble, at least.

I have to agree with everyone else, WL. Getting some AAA game using AS couldn't possibly hurt. And the features that they suggest will make AS more appealing to other AAA games.

Share this post


Link to post
Share on other sites
Our project uses Angelscript to control our VHDL simulations. Since it is currently an internal tool for our company, I'm not able to post any code. However, I can describe how we use it and why we chose Angelscript.

We wanted to be able to create scriptable testbenches without requiring the compilation of complicated testbenches, or a large number of testbenches (as with assertion-based testing). This allows us to create a large number of regression based simulations from a single testbench. We wanted the scripting language to be easy to learn for those involved. Most of our engineers know C, and Angelscript was the best fit (more favorable syntax than Python, Lua, TCL, etc). Also, the scripting engine must be able embeddable into a multi-threaded environment. Since in VHDL things happen concurrently, we wanted to be able to have multiple scripting engines running in parallel without complicated exclusions (as we'd have to do w/ Perl or Python), or stomping on each other (very difficult in Lua). The language must be extensbile. We needed to be able to perform actions in HDL-land from the script. We are using SystemC to model the testbench controller, and coupled with the multiple contexts, we Angelscript provided the easiest and cleanest callback to C++ member functions (messy and painful in Lua).

In the end, Angelscript was an excellent fit. Our users are quite happy, and find it very easy to use. For example, one of our sim scripts look like:

void main()
{
uint readval;

// Do a PCI read from address 0xffff0000
readval = tcon.read(PCI_REQ, 0xffff0000);

// Invert all the bits (a ~ operator would be nice...)
readval = readval ^ 0xffffffff;

// Write back the inverted value
tcon.write(PCI_REQ, 0xffff0000, readval);

// Read it back and verify it is correct
if ( tcon.read(PCI_REQ, 0xffff0000) != readval )
tcon.log("Error: PCI read/modify/write failure!");
}

This is just a tiny example, but shows how we use it (the tcon class is our testbench interface).

We love Angelscript!

Share this post


Link to post
Share on other sites
Quote:
Angelscript provided the easiest and cleanest callback to C++ member functions


I think this is the perfect argument against the changes made going from 1.10 to 2.x.

Share this post


Link to post
Share on other sites
Suudy:

This sounds like an excellent way to use AngelScript. :)

Does it work well in a multithreaded environment? I haven't worked too much on making it thread safe, just a few minor things that were necessary. You did compile the library with USE_THREADS, didn't you?

Deyja:

Maybe I could add rudimentary support for pointers, as an option for those projects that need more low-level access. It would obviously be something that was turned off by default. My main priority is to make a safe scripting library, but I recognize the need for true pointers in some projects.

(Do not respond to this in this thread, start another one if you wish to discuss this!)

Share this post


Link to post
Share on other sites
Just to let you know that SamsKioskEditor has been used with success again for the project I was talking a long time ago. Now this project has turned from 3D photo to real life.

Just to let you know :)

Facts :
- AngelsScript 1.10
- Script about 3000 lines
- Integrate Phone modem witch interract with the kiosk user
- Kiosk page are dynamycally created using a database

The Link for SamsKioskEditor Application snapshot (take care : BIG jpegs inside !)

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