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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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  1. The Problem I've attempted to register an object method ( asEngine_RegisterObjectMethod ) that takes in a GlobalData* and a uint, than returns a ref type.  Something about returning the ref however seems to cause the function to pass in an invalid pointer as the first parameter.  Modifying the function to return a non-generic type seems to correct the problem.   What I am trying to do -- Bigger Picture I want to retrieve some data in the form of a void* and easily pass it around to various other bound functions. In this simple example I want to retrieve a void* from an object as a generic handle, cast that handle, than pass that handle to another C-style function.   I want to able to return a void* as a ref ( or ref@, not sure since ref seems to be a special case), then cast that to a Entity@ and pass it along to a registered function that can take an Entity*.   I'd also like to avoid needing the user to register a cast function if they don't need to.  It seems like CScriptHandle can already be casted from one handle type to another.   This is ideally how I want the angelscript to look when the user attempts to get/pass around the data. GLOBALDATA@ GlobalData = GetGlobalData(); ENTITY@ Entity = cast<ENTITY>(GlobalData.GetData( 2 )); if( Entity !is null ){     Entity_ProcessEntity( Entity ); } I have registered the CScriptHandle type with the asEngine, however I seem to be missing something important during the implementation as things are not working as expected.   This is what the simplified C++ modules look like. static class GlobalData { public: void* GetData( uint index ){ return _data[index]; } private: void** _data[10]; } GlobalDataInstance; //C-Style interface for GlobalData GlobalData* GlobalData_GetGlobalData( void ){ return &GlobalDataInstance; } void* GlobalData_GetData( GlobalData* globalData, uint index ){ return globalData->GetData(index); } void Entity_ProcessEntity( Entity* entity ){     entity->DoWork(); } This is how they are registered with asEngine Result = asEngine_RegisterGlobalFunction( Engine, "GLOBALDATA@ GetGlobalData()", asFUNCTION_t( &GlobalData_GetGlobalData), asCALL_CDECL ); Result = asEngine_RegisterObjectType( Engine, "GLOBALDATA", 0, asOBJ_REF | asOBJ_NOCOUNT ); Result = asEngine_RegisterObjectMethod( Engine, "GLOBALDATA",   "ref GetData( uint Index) const",  asFUNCTION_t(&GlobalData_GetData), asCALL_CDECL_OBJFIRST ); Result = asEngine_RegisterGlobalFunction( Engine, "void Entity_ProcessEntity( ENTITY@ entity)", asFUNCTION_t( &Entity_ProcessEntity), asCALL_CDECL ); asEngine_RegisterObjectMethod( Engine, "GLOBALDATA",   "ref GetData( uint Index) const",  asFUNCTION_t(&GlobalData_GetData), asCALL_CDECL_OBJFIRST ); This seems to be where the problem is occuring.  The GlobalData* provided here is not valid.  It is not null, however it is not GlobalDataInstance.   It could be that CScriptHandle is not the right solution for what i want to do, which is why I've included all of the additional information.