• Announcements

    • khawk

      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.

Oscar1

Members
  • Content count

    7
  • Joined

  • Last visited

Community Reputation

115 Neutral

About Oscar1

  • Rank
    Newbie
  1. Since I can use Object reference as parameters in my functions and the object handle is in fact NOT a pointer, is there really any reason of using (or even having) object handles? I just can't find that good reason.   The only difference I see is that I can reseat the object handle with different object and I can also use it as a return parameter of function.   I really don't know, I wanted to wrap my head around the need for object handles - especially the reason why I would want to use them, but since I can pass reference in functions, I can't find any reasonable reason to use them. Is there some safety issue, speed issue or something else? Is there something obvious I don't see?   Give me some ideas. Thanks. Love the angelscript, I just want to understand it better.
  2. Andreas, the compile worked ok with my Copy(const image @&in), the runtime went into an loop when executing it. I didn't debug it as I knew I was probably doing something I shouldn't.   I tried the copyconstructor and it works, but as any other reference input it doesn't accept @ tag which maybe makes the syntax confusing or maybe not... there is something about the object handle syntax I am not 100% comfortable. 
  3. I am trying to do a copy constructor on asOBJ_REF class. Seems the asBEHAVE_CONSTRUCT does not apply to asOBJ_REF classes.   Any ideas?   I settled so far for    RegisterObjectMethod("image", "void Copy(const image &in)", asMETHOD(CByteImage,Copy), asCALL_THISCALL); assert( r >= 0 );   However my image class asBEHAVE_FACTORY is all object  handles, but I seems not to be able to make the Copy accept the object handles as argument.   so I can go    img2.Copy(img);  and it is fine   the  img2.Copy(@img);   would throw compile error.   I tried RegisterObjectMethod("image", "void Copy(const image @&in)", asMETHOD(CByteImage,Copy), asCALL_THISCALL); assert( r >= 0 );   and while it is accepted, the runtime runs into what seems an endless loop (well it does returns after 7 sec which is probably some protection in the angelscript), so I don't think this is how I am supposed to do it.   Any help & ideas?   BTW, speeds are pretty awesome. I use it for image processing (the looping through the pixels is the main toll) and the scripted version vs native code is about 10-12x slower. So if native version would be 35ms,, the scripted version would be for example 450 ms. I think that is pretty amazing.
  4. Thanks, fantastic work. The asEP_DISALLOW_VALUE_ASSIGN_FOR_REF_TYPE is definitelly going to be set TRUE in my project
  5. Thanks, I do understand the left hand requirement, I just got surprised by the @ on right side of assignment. Anyway, it is logical.
  6. The script works like a charm in the development version (plugged it all today). I started from your texture generator demo, creating similar image class, not realizing the library changed a bit from there... but I got my bearings very quickly.   One thing I would like to have more explained is the typing convention with the reference sign @. say you have void function(image @img) {...}   image@ img = @image(200,200);   function(@img);   is this @ on the function(@img) just for convention? Because it works as function(img) as well.   Same with the  image@ img = @image(200,200); omitting the @ from the front of image(200,200) works as well and seems to not do anything different, but is there any difference or it is all for convention?   [attachment=15627:angelscript.jpg]
  7. I am working on a nodal graphical software Photo-Reactor and after three days of messing with the angelscript, I am 100% positive this will become a great part of the software. I previously contemplated to write my own bytecode interpreter as nothing I found was suitable and I need both 32 and 64 bit version. I am absolutely glad I spent the time looking around, the angelscript is exactly what I was after. Big kudos to Andreas. The angelscript is a beast. What I love the most is that it is c/c++ syntax and it is brilliantly plug-and-play. More about the project: http://www.mediachance.com/reactor/index.html