Jump to content
  • Advertisement
Sign in to follow this  

Angelscript to C++ translator

This topic is 1734 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'm sporting the idea of having a Angelscript to C++ automatic translator. I know it's not an easy task and not everything can be translated, however I have an idea how to do it. Is anyone interested working on this with me as a paid job?

Share this post


Link to post
Share on other sites
Advertisement

I tried the AOT compiler however it produces hundreds of gigabytes (not joking) of c++ code. You can imagine that is useless.

 

Most of the code I'd like to translate is pretty straightforward. For example, here you just need to change @ to *.

void onTick( CMap@ this )
{
	// local player check end

	 CBlob@ localBlob = getLocalPlayerBlob();
	 if (localBlob !is null)
	 {
		 if (!myPlayerGotToTheEnd && (localBlob.getPosition() - endPoint).getLength() < 32.0f)
		 {															 
			myPlayerGotToTheEnd = true;
			Sound::Play("/VehicleCapture");
		 }
	 }

There might be a problem with virtual classes and such. But I purposfully avoid using AS specific things like traits.

 

The file size of these translations won't be small too, because I imagine all the global vars and functions need to be in one common header attached to every single translated script, however it won't be anywhere near a couple gigs.

Edited by thd.MM

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!