Jump to content
  • Advertisement
Sign in to follow this  
WitchLord

AngelScript 2.30.2 is out

This topic is 1011 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

Advertisement

I also integrated it. Compiles and continues to work flawlessly.

 

The one feature that makes this all work wonders for me is that a script can suspend it's execution and then pick up right back where it left off. What this allows me to do is write a linear script that handles animation (or anything else for that matter) while being executed from a game loop. If I had to code that same animation in C++, I would have to remember states and have counters or write something that does all that. Since the context remembers all that, my job is tons easier.

 

Andreas, you are awesome.

Share this post


Link to post
Share on other sites

Hi!

 

I just switched to version 2.30.2 because I wanted to try out some of optimizations. The current version I am using is "2.30.0 WIP" according to angelscript.h.

 

I am on a Macbook and run "make -f makefile" in "projects/gnuc macosx" to build the library. Then I link the library to my project (through scons).

But when running the executable I get a NULL object when calling asCreateScriptEngine(ANGELSCRIPT_VERSION);

 

If I hardcode and call asCreateScriptEngine(23000) (the old version but the new code) I do not get any null pointer back.

 

Don't know what I am doing wrong. Have you seen this behaviour before?

Share this post


Link to post
Share on other sites

Ok, that was quick. I just remembered that I typed make install after I built the libraries for the old version. Forgot it this time.

But now everything works as it should!

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.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!