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      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.


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About FDsagizi

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  1. Hi  , in our project - game. We are use only script addon, and we need use Our memory allocator  and I create possible to change memory allocator for addon CScriptArray   scriptarray.patch          
  2. Hi  On Win32, Linux, MaxOs work fine, bug on - ARM( iPad )    after call C++ function, and pass in here asOBJ_VALUE type( my string's ), he create a copy, but not call destructor   simple code void startGame(){    MyStr m1;    TestMyStrLeak( m1 ); } C++ int con_count = 0; int des_count = 0; class MyStr{ public:     MyStr(){         std::cout << "CONSTR: " << ++con_count << "\n";     }     MyStr( const MyStr &other ){         std::cout << "CONSTR Ohter: " << ++con_count << "\n";     }     ~MyStr(){         std::cout << "DESTR: " << ++des_count << "\n";     }     static void Construct(MyStr *thisPointer){         new(thisPointer) MyStr();     }     static void CopyConstruct(const MyStr &other, MyStr *thisPointer){         new(thisPointer) MyStr(other);     }     static void Destruct(MyStr *thisPointer){         thisPointer->~MyStr();     } }; void MemLeakMyStr( MyStr my_str ){     std::cout << "L\n"; } void RegMyStr( asIScriptEngine *en ){     int r;     r=en->RegisterObjectType("MyStr", sizeof(MyStr), asOBJ_VALUE | asOBJ_APP_CLASS_CD ); nu_assert( r >= 0 );     r=en->RegisterObjectBehaviour("MyStr", asBEHAVE_CONSTRUCT,  "void f()",             asFUNCTION(MyStr::Construct), asCALL_CDECL_OBJLAST); nu_assert( r >= 0 );     r=en->RegisterObjectBehaviour("MyStr", asBEHAVE_CONSTRUCT,  "void f(const MyStr &)",asFUNCTION(MyStr::CopyConstruct), asCALL_CDECL_OBJLAST); nu_assert( r >= 0 );     r=en->RegisterObjectBehaviour("MyStr", asBEHAVE_DESTRUCT,   "void f()",              asFUNCTION(MyStr::Destruct),  asCALL_CDECL_OBJLAST); nu_assert( r >= 0 );     r=en->RegisterGlobalFunction( "void TestMyStrLeak(MyStr name )",asFUNCTION(MemLeakMyStr),asCALL_CDECL);nu_assert(r>=0); } output:   CONSTR: 1 CONSTR Ohter: 2 L DESTR: 1   Engine flags:   engine->SetEngineProperty(asEP_ALWAYS_IMPL_DEFAULT_CONSTRUCT, false);      engine->SetEngineProperty(asEP_ALLOW_UNSAFE_REFERENCES, true);      engine->SetEngineProperty( asEP_ALLOW_IMPLICIT_HANDLE_TYPES, true );      engine->SetEngineProperty(asEP_AUTO_GARBAGE_COLLECT, true);      engine->SetEngineProperty( asEP_DISALLOW_VALUE_ASSIGN_FOR_REF_TYPE, true );      engine->SetEngineProperty(asEP_COPY_SCRIPT_SECTIONS, true);     With ref type ( MyStr & name ) or generic type, work fine Use last svn version
  3. Hi   Im here againe) And soon show our game)   Today update for new AS from svn. and found bug:   Message : Can't implicitly convert from 'const TestClass@' to 'TestClass@&'. Sample code: class TestClass{} void Test(){    array<TestClass@> test;    TestClass @s = test.Size() > 0 ? test[i] : null; }
  4. Hello    This code crashed. class TestClass{} TestClass @t1; TestClass @t2; void startGame( string &param ){     TestClass @t = TestClass();     @t1 = @t2 = t; }
  5. Ok! I'll look into this.
  6. Hi. some times i have problem with float AS work strange with this.   example, that code not work because he not understand '0', he think is a "int". float ret = true ? 0 : 0.1;  and ok, that code make warning!    next code, work wrong float f = 0.1; float ret = 0.2; ret += false ? 0 : f * 15 ; // ( 15 * 0.1 == 1.5 ) then 1.5 + 0.2 == 1.7 ok ? output( "ret: " + ret ); // BUT result == 1.2
  7. i thinking about this when i use Vec3 and convert to string class.   r = en->RegisterObjectBehaviour("Vec3", asBEHAVE_IMPLICIT_VALUE_CAST, "string f()", asMETHOD(Vec3,ToString), asCALL_THISCALL ); nu_assert( r >= 0 ); this code work fine: Vec3 my_vec; string str = my_vec; ( Vec3 can convert to string ) But, this code wrong:   Vec3 vec; string s1; string s2 = s1 + vec3; // for this case be best if AS automaticly find variant when he can append to string
  8.   What is wrong with you code if they can't save and load?
  9. Hi!  if we are register functions as "bool retrieve(?&out)" this logic work fine: AS: SomeScriptObject @obj_null; retrieve( obj_null ); c++: bool retrieve( void *ptr, int type_id ){    ptr != 0x000000; // ok } And them, if we are use without out - "bool retrieve(?&)" in c++ handle will be always 0x000000.   AS: SomeScriptObject @obj_null; retrieve( obj_null ); c++: bool retrieve( void *ptr, int type_id ){    ptr == 0x000000; // always } use unsafe refences == true!
  10. By the way, if you want to use & with out 'in' or 'out', you can set this:   script_engine->SetEngineProperty(asEP_ALLOW_UNSAFE_REFERENCES, true);   and this code, in scripts, will be walid void SomeFunct( float &f ){     f = 10; }
  11. Surep! allways - engine->SetEngineProperty( asEP_DISALLOW_VALUE_ASSIGN_FOR_REF_TYPE , true );  by the way if asEP_DISALLOW_VALUE_ASSIGN_FOR_REF_TYPE  == true then '@' not actual! Thanks!
  12. i have small question, how use array sorting, with ref type ?
  13. obj ref - use ref couner to variable, if ref count > 0 varialbe is live! obj handle not use this and can be not a valid.