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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 Cordan

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  1. Yes, everything works now. Huge thanks!
  2. [quote name='Andreas Jonsson' timestamp='1349311827' post='4986607'] I'll review the code to see if I can spot the error. I may need some help from you to run some tests for me in order to have this fixed. [/quote] I sent PM to you.
  3. It not helps. asMETHODPR is wrapper around asSMethodPtr. I'm still getting crashes when use virtual and pure-virtual methods. I guess it is memory corruption in arm implementation of angel script. After call of any virtual method which returns my type crash occurs. It occurs either in method itself or further in code.
  4. Of course. Method: [source lang="cpp"]int r = engine->RegisterObjectMethod("Derived", "my_type method()", asSMethodPtr<sizeof(void (Derived::*)())>::Convert(&Derived::method), asCALL_THISCALL); assert(r >= 0);[/source] Type: [source lang="cpp"]int r = engine->RegisterObjectType("my_type", sizeof(my_type), asOBJ_VALUE | asOBJ_APP_CLASS_CDAK); assert(r >= 0); r = engine->RegisterObjectBehaviour("my_type", asBEHAVE_CONSTRUCT, "void f()", asFUNCTION(__construct<my_type>), asCALL_CDECL_OBJLAST); assert(r >= 0); r = engine->RegisterObjectBehaviour("my_type", asBEHAVE_CONSTRUCT, "void f(const my_type &in)", asFUNCTION(__construct_copy<my_type>),asCALL_CDECL_OBJLAST); assert(r >= 0); r = engine->RegisterObjectBehaviour("my_type", asBEHAVE_DESTRUCT, "void f()", asFUNCTION(__destruct<my_type>), asCALL_CDECL_OBJLAST); assert(r >= 0); r = engine->RegisterObjectMethod("my_type", "my_type& opAssign(my_type &in)", asSMethodPtr<sizeof(my_type& (my_type::*)(const my_type&))>::Convert((my_type& (my_type::*)(const my_type&))(&my_type::operator=)), asCALL_THISCALL); assert(r >= 0);[/source]
  5. I getting EXC_BAD_ACCESS in virtual methods when i run program on iPad. It happens only if method returns registered data type and if method have virtual definition in base class. My code: [source lang="cpp"] virtual my_type Base::method() = 0; ... my_type Derived::method() { ... this->field = 10; // EXC_BAD_ACCESS ... } [/source] If i replace code above with: [source lang="cpp"] virtual void Base::method(my_type &res) = 0; ... void Derived::method(my_type &res) { ... this->field = 10; // OK ... } [/source] problem will disappear. I have this problem only on ios device. i've tested my code on windows, osx and iphone simulator - all is ok. If i replace 'my_type' to 'int' all is ok as well. It looks like calling of virtual methods with wrong object. So, what it can be? ps: as version - 2.25.0
  6. Big thanks for beautiful support, Andreas! It works.
  7. I have problems with this on 64bit mac. When i try to build the script i get errors: [CODE]Don't support passing type 'charptr' by value to application in native calling convention on this platform[/CODE] How can i fix this problem? Thanks in advance.
  8. I have a lot of functions that using const char* as argument type. Can i bind these functions? Or i necessarily have to using std::string? What i would like to do: C++:[CODE] void print(const char *str){ printf("%s",str); } [/CODE] Script: [CODE]print("text");[/CODE] Thanks in advance.