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GRACE2 engine - Our game engine using AngelScript :)

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Hello,

I proudly present our game engine - GRACE2 (http://grace2engine.com/) which uses AngelScript as a scripting language smile.png. That's why I am always bothering you with so many questions/requests/bugs biggrin.png.

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need more screen shots, videos, and SDK!

Looks good!

PS\ PS3 and XBox 360 testing on this time? or this planssmile.png

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All that platforms which were mentioned on our page are supported :). SDK was available yesterday I think it will be online soon.

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Nice work!

I'll have to find the time to download this SDK to give it a try. Especially the script IDE you've implemented :)

Out of curiousity, are you using native calling conventions for AngelScript on all the supported platforms? Or did you have to switch to the generic calling conventions with wrappers on any of them? I'm mostly looking for additional confirmation that everything works with the native calling convention, as I'm not able to test all platforms myself.

I'm also curious about Tetragramatron. Is this visual scripting system a completely separate scripting system from AngelScript, or is it a layer on top of AngelScript, i.e. does it generate AngelScript code from the visual graphs?

Regards,
Andreas

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In your "Simplest Application" tutorial you have something like this:


58 [color=#666666][background=transparent]// remove splash[/background]
59 [color=#0000DD][background=transparent]delete[/background] splash[color=#008080][background=transparent];[/background]
60 splash [color=#000080][background=transparent]=[/background] [color=#0000FF][background=transparent]NULL[/background][color=#008080][background=transparent];[/background]
61 .....
73 [color=#0000DD][background=transparent]delete[/background] splash[color=#008080][background=transparent];[/background]

Crash!wink.png Edited by Tzarls

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Nice work!


Thanks smile.png.


Out of curiousity, are you using native calling conventions for AngelScript on all the supported platforms? Or did you have to switch to the generic calling conventions with wrappers on any of them? I'm mostly looking for additional confirmation that everything works with the native calling convention, as I'm not able to test all platforms myself.


I'm using mostly native calling convention for all those platforms, but we will be testing it extensively again in the near future to check if everything works fine.


I'm also curious about Tetragramatron. Is this visual scripting system a completely separate scripting system from AngelScript, or is it a layer on top of AngelScript, i.e. does it generate AngelScript code from the visual graphs?


Tetragramaton is a tool for creation of graphs which are built with the VAS (Visual AngelScript) blocks. Each VAS block is a type registered to the AngelScript (with it's methods and properties). In Tetragramaton we create graph for some functionality. Each graph has one entry point, which is treated like a normal AS function. If we have graph with the entry point called "SomeEntryPoint", we can call it in scripts:


SomeEntryPoint();


and it will execute logic which was created in that graph. But if someone wants to write some code without using graphs and blocks, he also can, because as I mentioned earlier, all those block types are also registered to the AngelScript engine.

I hope I've explained it well smile.png.

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In your "Simplest Application" tutorial you have something like this:


58 [color=#666666][background=transparent]// remove splash[/background]
59 [color=#0000DD][background=transparent]delete[/background] splash[color=#008080][background=transparent];[/background]
60 splash [color=#000080][background=transparent]=[/background] [color=#0000FF][background=transparent]NULL[/background][color=#008080][background=transparent];[/background]
61 .....
73 [color=#0000DD][background=transparent]delete[/background] splash[color=#008080][background=transparent];[/background]

Crash!wink.png


Thanks for pointing that out! We'll get this fixed :).

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I hope I've explained it well smile.png.


Thanks for the explanation. It gives me an idea of what it is. Sounds like it is a parallel system accessing much the same API provided to AngelScript rather than a layer on top of AngelScript.

Once I get the time to play around with the SDK I'm sure I'll have a lot of questions.

[edit] I've added a link to the engine on the users list. Edited by Andreas Jonsson

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[edit] I've added a link to the engine on the users list.

Yay, thanks :).

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In your "Simplest Application" tutorial you have something like this:


58 [color=#666666][background=transparent]// remove splash[/background]
59 [color=#0000DD][background=transparent]delete[/background] splash[color=#008080][background=transparent];[/background]
60 splash [color=#000080][background=transparent]=[/background] [color=#0000FF][background=transparent]NULL[/background][color=#008080][background=transparent];[/background]
61 .....
73 [color=#0000DD][background=transparent]delete[/background] splash[color=#008080][background=transparent];[/background]

Crash!wink.png

Deleting a null pointer is well-defined behavior in the C++ spec and will do nothing-- don't perpetuate that myth! ARRRRRRRRRRRRRGH

(it's cool, the more you know)

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As FDsagizi noticed smile.png, we have our SDK available to download here at our webpage (http://grace2engine.com/download/). We also uploaded some screenshots of our tools and a gameplay movie of game "Chicken Shoot" made on GRACE2 engine for the iPad 2 tablet. Edited by virious

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As FDsagizi noticed smile.png, we have our SDK available to download here at our webpage (http://grace2engine.com/download/). We also uploaded some screenshots of our tools and a gameplay movie of game "Kurka Wodna" made on GRACE2 engine for the Android tablet.


Where is editor( SANDBOX ) ???

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Our tools and samples release schedule should be available on our webpage soon.

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Looks great, but I am curious as to when we will see a Linux port. Is there one in the pipeline? You have all of the other platforms, and Steam on Linux has been confirmed, so why not? Especially if you have the OpenGL renderer in the OSX version.

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The graphics are really impressive and the story is intriguing. I'll have to keep an eye on this game.. :)

Are you using AngelScript in the game too? If so I'll add it to the users list...

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The graphics are really impressive and the story is intriguing. I'll have to keep an eye on this game.. :)

Are you using AngelScript in the game too? If so I'll add it to the users list...

Yes, we are using AngelScript in this game :).

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So what is the news on the release of the tools that youall made for the framework? The documentation seems very sparse at this point as well. I, and i am sure many others, are all eager to give the engine a try, but with only the libraries available, there is only so much we can do.

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We have published first tutorial for the setup of an application which is based on GRACE2 engine in which we gave you information about basic project settings. At the end of the tutorial there is a complete setup (for all platforms) available to download.

Have fun with the first lesson as we are preparing the next ones :).

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