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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 wdl7770016

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  1. the error report tell me : There is no copy operator for the type 'Entity' available. What should I do? register a copy behaviour?but I don't find a Enum like asBEHAVE_COPY.... and mannual is no say how to do it....maybe just I not find it help me -0 -please XD
  2. I  want to register a const unsigned int value but the enum is only support int type so I can't use it finally I only could use RegisterGlobalProperty but it can't recieve a const value ....How can I do it ?
  3. thanks  I have learned a lot
  4.   thanks  I have resolve it now
  5. I use this in my work:   asIScriptModule *mod = Stage::getInstance()->getScriptModule()->getBuilder()->GetModule(); asIObjectType *type = Stage::getInstance()->getScriptModule()->getEngine()->GetObjectTypeById(mod->GetTypeIdByDecl(behaviourClassName.c_str())); //??????????????? if (type == 0 ) { return 0; } //????IBehaviour??? IBehaviour *iBehaviour = Stage::getInstance()->getScriptModule()->getIBehaviour(); //???????????IBehaviour if (!iBehaviour->isImplementBy(type)) { return 0; } //????????? string factoryDecl = behaviourClassName + " @" + behaviourClassName + "()"; asIScriptFunction *factoryFunc = type->GetFactoryByDecl("XXXBehaviour @XXXBehaviour()"); if (factoryFunc == 0) { return 0; } asIScriptContext *context = Stage::getInstance()->getScriptModule()->getAvailableContext(); context->Prepare(factoryFunc); context->Execute(); asIScriptObject *obj = *(asIScriptObject **)context->GetAddressOfReturnValue(); if (obj == 0) { return 0; } //?????????Id(?????????????????????????IBehaviour??? asIScriptFunction *func_getType = type->GetMethodByDecl("uint getType()"); context->Prepare(func_getType); context->SetObject(obj); context->Execute(); BEHAVIOUR_TYPE bType = context->GetReturnDWord(); cout << "xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx" << bType << endl; return 0; I register a IBehaviour interface to the engine _engine->RegisterInterface("IBehaviour"); _engine->RegisterInterfaceMethod("IBehaviour", "uint getType()"); I instance the XXXBehaviour and want to call it's getType method which is in IBehaviour this is script code: class XXXBehaviour : IBehaviour { XXXBehaviour() {} uint getType() { return 110; } int getInt() { print("kfc"); return 120; } } but it will work only when I comment the "context->SetObject(obj);" and through it work but the bType is still be 0, because in fact it may not work please help me  thanks
  6. well thanks but is this means before we register the reciever function we can add a new section from file A or memory(string) so that engine can pass the script code and know the script class declared in file A and when we register the reciever function the engine had know the script class type I have try this  but it not work  it's so strange>>>right?
  7. thanks but there are something like this in the angelScript mannual: Of course, since the class is declared in the script it isn't possible to know the type before the script is compiled. but I can't work it successfully is this because of angelScript does not support reciever a script class thich declared in the as script file?
  8. this is my c++ code: class Base { public: Base() { _refCount = 1; cout << "Base Create" << endl; } void addRef() { _refCount++; } void release() { _refCount--; if (_refCount == 0) { delete this; } } void reciever(asIScriptObject *obj) { cout << "???" << endl; man = obj; } void active() { cout << "??Active" << endl; cout << (man == 0) << endl; cout << "??Active" << endl; } private: int _refCount; asIScriptObject *man; }; Base *Base_Factory() { return new Base(); } ...... //--------------------------------------------------------- scriptEngine->RegisterObjectType("Base", 0, asOBJ_REF); scriptEngine->RegisterObjectBehaviour("Base",asBEHAVE_FACTORY, "Base@ f()", asFUNCTION(Base_Factory), asCALL_CDECL); scriptEngine->RegisterObjectBehaviour("Base", asBEHAVE_ADDREF, "void f()", asMETHOD(Base, addRef), asCALL_THISCALL); scriptEngine->RegisterObjectBehaviour("Base", asBEHAVE_RELEASE, "void f()", asMETHOD(Base, release), asCALL_THISCALL); //--------------------------------------------------------- CScriptBuilder builder; r = builder.StartNewModule(scriptEngine, "MyModule"); int isOK = builder.AddSectionFromFile("init.as"); asIObjectType *type = scriptEngine->GetObjectTypeByName("Human"); cout << "type == " << (type == 0) << endl; //r = builder.AddSectionFromFile("test.as"); r = builder.BuildModule(); scriptEngine->RegisterObjectMethod("Base", "void reciever(Human @in)", asMETHOD(Base, reciever), asCALL_THISCALL); scriptEngine->RegisterObjectMethod("Base", "void active()", asMETHOD(Base, active), asCALL_THISCALL); ........ and in my init.as script code: class Human { Human(){} } but it is still report a error: Failed in call to function 'RegisterObjectMethod' with 'Base' and 'void reciever(Human @in)' (code: -10) why ?  may it must to reciever a interface nor a script class?