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      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.
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WitchLord

AngelScript 2.25.2 is out

6 posts in this topic

before
[CODE]
Script Read time: 6ms
Script Compile time: 757ms
[/CODE]

after
[CODE]
Script Read time: 6ms
Script Compile time: 689ms
[/CODE]

for about 5k lines.
Thank you.

Engine also caught a few duplicate method registrations, it wasnt able to do that in 2.25.1
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I'm glad you see an improvement, even though it is only 10%.

Most users probably won't notice a big difference as the slow compilation times only happened with very large functions (thousands of lines) with lots of conditional code in it. If the functions are broken down to more reasonable sizes of at most hundreds of lines in each, then the problem wasn't noticeable.
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Compilation time on Core 7i 3.44 Ghz

230 kb script codes.
Total lines: 12166

before : 205 ??
after : 192 ?? Edited by FDsagizi
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<p>Ran into a minor problem compiling for MSVC 2008 with AS_NO_THREADS defined.

1>as_thread.cpp
1>..\..\source\as_thread.cpp(75) : error C2220: warning treated as error - no 'object' file generated
1>..\..\source\as_thread.cpp(75) : warning C4390: ';' : empty controlled statement found; is this the intent?
1>..\..\source\as_thread.cpp(81) : warning C4390: ';' : empty controlled statement found; is this the intent?
1>..\..\source\as_thread.cpp(87) : warning C4390: ';' : empty controlled statement found; is this the intent?
1>..\..\source\as_thread.cpp(93) : warning C4390: ';' : empty controlled statement found; is this the intent?

Removing the \WX (treat warnings as errors) property fixed the error for me.EDIT: Awesome. I see you've added namespaces! (well they are new to me) [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
EDIT2: What am I doing wrong here?
r = engine->SetDefaultNamespace("input"); assert( r >= 0 );
r = engine->RegisterGlobalFunction( "::joystick@ get_joystick(int)", asFUNCTION(Input::GetJoystick), asCALL_CDECL); assert( r >= 0 );
r = engine->SetDefaultNamespace(""); assert( r >= 0 );

script:

input::joystick[0]; //input is undeclared.
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The problem with AS_NO_THREADS has already been fixed in the WIP. Thanks anyway.

There is a [url="http://www.gamedev.net/topic/635042-indexed-property-accessors-and-namespaces/"]problem with namespaces and property accessors[/url]. I've not yet had the time to investigate this problem properly.

Regards,
Andreas
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The problem with the global property accessors and namespaces has been fixed in revision 1492.

Let me know if you find any further problems.

Regards,
Andreas
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