• 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
MichaelBarth

A Mini-Compiler?

3 posts in this topic

I'm not quite sure how to specify my question so I hope the title isn't confusing. I'm sure there's a proper term for what I'm looking for, but I'm too stupid to know it.

 

Basically I've created many programs where I'm constantly rewriting the same code over and over again and I could probably import the same code I need from another project I've worked on, but then it becomes a real hassle.

 

If people are familiar with the game Quake you may be familiar with it's modified language of C\C++ known as QuakeC. It's a way to modify the game without having to go and modify the original games source code and the code that you would write is in QC files. These files would then be compiled into a progs.dat file and you wouldn't mess with essential background code that might deal with rendering or specific calculations that the game needs to do.

 

I'm looking to do relatively the same thing. Say I have a bunch of background code such as classes, structures, and data that I wouldn't need to mess with unless I needed to do something really specific. So I would have just a few files that the programmer would use (me) that would contain functions for specific purposes such as initialization, loading files, updating game variables, and rendering. It would be all I need access to so I could create my own functions and do what I want with the classes and stuff I already have that I don't need to mess with and recreate for each new project.

 

I'm sorry if something like this has been asked before, but I honestly don't have a clue what to search for. This would be a really cool thing to learn how to do and I find it oddly exciting. So if anybody has any information on this it would be very much appreciated. Thank you all!

0

Share this post


Link to post
Share on other sites

This could be off from what what you are asking but after reading your post a few times this is what I thought:

  • You have code you rewrite each time you start a new project
  • You don't like having to import the entire code base between projects - .cpp/.h if you are using C++ (if I am reading this correctly)
  • You want a set of core components and then use something external to build an application from (much like Unreal's approach before where they created everything but the core in Unrealscript).

If the above is true (meaning I read it correctly rolleyes.gif ) maybe you could look into creating a library of core components and link against that library? If you have a great set of core classes from project A and want to use them in project B - just compile it and use the headers for the library. This way you do not have 5 versions of the same MyFile class   living within your system.

 

Once you have that, and as the post above me states, you can just bind your core methods to a scripting language. If you need to add more functionality you can add the ability for creating plugins for your application and use the plugins in the scripting language. The Ethanon Engine followed this approach where you were able to export angelscript functions from a DLL library and then use it in the scripting. It was as simple as just adding the plugin name to a config file.

1

Share this post


Link to post
Share on other sites

Oh, no wonder why people hold Lua in respect, I actually never knew what it was I just knew that people liked it. Well this is useful, I'll look into it, but if somebody has further recommendations let me know. All I know is I'll be working exclusively with SDL, OpenGL, and the like for portability, so I'm not entirely sure what will work best. Thank you very much!

 

Edit:

Yeah, I think I'll go with the library idea for now, that seems simpler and I think I'll learn Lua or something eventually.

Edited by Spirrwell
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