• 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
Jason Goepel


1 post in this topic

I really enjoy the flexibility that comes with Access masks and Dynamic Configurations, but I have a need that doesn't quite fit well into either paradigm.


It would be nice if functions (whether global or methods) could be registered with a version.  Working just like the access mask, except the logic would restrict access to the function to that version or higher.


It looks like a "asDWORD accessVersion" variable could be added to "asCModule" and all of the entities that currently support access masks to accomplish this.  An additional logical test wherever the access mask is tested should suffice.  A value of DWORD_MAX could be the default, so that all version tests would pass unless the user sets a specific version.


I apologize for the length and complexity of what follows, but I would like to explain my situation.


My application consists of two processes, a client and a server.  Several clients can connect to a server, and the clients are backward compatible (they can connect to a lower-version server).  Some scripts run on the client, and some scripts run on the server.  The client compiles and validates all scripts, and all scripts are stored on the server.  Any client can access and run the scripts of any other client.


My application interface exposes new functionality with every version.  I impose a rule that a client can only use the functionality available to the server's version.  This is so if a newer client connects to an older server it cannot create a script that an older client (matching the server's version) would not be able to run.


To complicate things more, one client can be connected to several servers at the same time.  I thought I could create a dynamic configuration for each version and remove them as needed, but if a version 5 client is connected to a version 5 server and running version 5 scripts I would not be able to remove the version 5 configuration when the client connects to a version 4 server.  I could use an access mask, but then I would be limited to 32 versions, and I have other uses for the access mask.


I could solve the problem by creating one engine for each version or one engine which supports several versions through an access mask, then more engines if I use up all the bits of the mask.  I prefer to use one AngelScript engine per process though, and I wouldn't really want to manage such a complicated version system.


Do you have any ideas for how I might accomplish this special versioning requirement in the existing construct, or do you think an "AccessVersion" member could be appropriate?  I am open to suggestion.


Thank you.


Share this post

Link to post
Share on other sites

I'll think about this suggestion of having a version alongside the access mask.


With the current implementation I believe I would solve your dilemma the following way:


1. Set up a main script engine with the full interface, i.e. with the latest version. This will be the script engine used for all script execution, but it will not be used for compiling scripts. Instead the scripts will be loaded from pre-compiled bytecode into this engine.


2. When compiling a script for a specific version, set up a separate engine with only the interface available for that particular version. Compile the script, then save the bytecode to memory, and finally load the bytecode into the main script engine where it will be executed.


Assuming each version only adds to the interface and never removes anything this will work well. You shouldn't see a noticeable delay with the saving and loading of the bytecode either as this is much much faster than the actual compilation.


The separate engine doesn't need to have access to the actual interface methods as it will never call them, so you'll be able to register this interface with dummy functions. You can even perform the compilation to bytecode in an offline compiler that can be completely separate from the rest of the game engine.


I suggest you take a look at the sample asbuild. It implements a generic offline compiler that can compile scripts for any application, assuming the interface is known in the form of a configuration file. (The configuration file can be created automatically from the application with a call to the helper function WriteConfigToFile)


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