• 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
SiddharthBhat

General purpose void* addon

4 posts in this topic

Hi all!

 

I've been using Angelscript for some time now, and I've been frustrated with CScriptAny's lack of flexibility, and the fact that you NEED to know the type of the pointer that you have while you instantiate CScriptAny. Hence, I've been writing a small utility that mimics most (if not all) the features of C's void pointers, while adhering to Angelscript. I'd be honored if this helps anyone smile.png

 

Basically, it behaves similarly to CScriptAny, except for the fact that it does not need the type of the pointer that you pass it. of course, having the type information is not a problem. So, it acts as a general purpose wrapper around all void pointers in C++ code that does not need type information to instantiate it. It can then be passed to angelScript from where data can be accessed from the voidPtr, similar to how CScriptAny lets one access it's contents in the script side of things. If the voidPtr has been instantiated with type information, it behaves like CScriptAny, allowing conversion between int, float, double as well as betwen base class / derived class relationships. BUT without type information, this cannot be done. Hence, caution needs to be exercised while using this without type information(just like normal void pointers), since such conversion cannot be done automatically.

 

 

it's in a Visual Studio 2012 project. On executing the project, it shows off the features of the addon, (accessing primitives, object types and handle types from the script side  when the voidPtr class is created in the C++ side without type information). the main() function is present in voidPtr_Addon_Real/voidPtr_Addon_Real.cpp. I don't really have experience with Linux or Mac, so I'm sorry that I wasn't able to make it platform-agnostic. 

 

The two files that contain the addon are voidPtr.h and voidPtr.cpp.

The path is voidPtr_Addon_Real/voidPtr.h. The cpp is also in the same folder.

The script file is in script/voidPtr.as

The exe is in Release/voidPtr_addon_Real.exe

forgive the horrendous project name ;)

 

 

I've tried to keep it minimal. It does use templates for some ease of use, though it can be rewritten to not use them.

Also, I have a feeling I've missed one or two things while programming this (things like overflows for very large numbers) so do tell me if there's anything wrong with the code.

 

Here's the Google Drive linkhttps://docs.google.com/folder/d/0B_CmqmRQ2-AzS1plUWVSVXpNWDA/edit?usp=sharing

 

TL;DR - addon for angelScript that allows void pointer use without requiring type information. acts as a generic void pointer wrapper.

 

Thanks all!

~Bollu

Edited by bollµ
1

Share this post


Link to post
Share on other sites

The problem with allowing void pointers to be passed around without tracking the type as well is that it is difficult to guarantee safety. For this reason a container class like this can't be used in any projects that wish to maintain a 'sandboxed' environment for the scripts, i.e. where the scripts shall not be able to doing anything wrong, however badly written they are.

 

Still, I'm sure there are a lot of people that don't care whether the scripts are 'sandboxed' or not, and in such cases I'm certain they will welcome a container class like this.

0

Share this post


Link to post
Share on other sites

I had the same urge. But in time it became apparent that people are pretty bad at following simple guidelines.

 

I have added unsafe iterators for my containers to allow faster find-delete. Put up real nice documentation about how it would crash if it's invalidated.

Almost immediately someone invalidated iterators. And i got the blame of writing bad code :(

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