• 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.

TcShadowWalker

Members
  • Content count

    4
  • Joined

  • Last visited

Community Reputation

138 Neutral

About TcShadowWalker

  • Rank
    Newbie
  1. Ok, fixed it. Took a lot of time until I realized that I actually have a reference to a handle. Which, of course, is a pointer to a pointer. Solution: GameObject *s2 = *(GameObject**)gen->GetArgAddress(1);
  2. Hi,   I'm trying to use variable arguments for a function, as mentioned here: http://www.angelcode.com/angelscript/sdk/docs/manual/doc_adv_var_type.html However, this does not seem to work with reference types: asIScriptEngine *e = ...; e->RegisterObjectType("GameObject", 0, asOBJ_REF) e->RegisterObjectBehaviour("GameObject", asBEHAVE_ADDREF, "void f()", asMETHOD(...), asCALL_THISCALL); e->RegisterObjectBehaviour("GameObject", asBEHAVE_RELEASE, "void f()", asMETHOD(...), asCALL_THISCALL); // There are no copy-constructors or factory functions defined for GameObject. e->SetDefaultNamespace("Engine"); e->RegisterGlobalFunction("void setAiPackage(::GameObject@, ?&in, ?&in)",                                  asFUNCTION(setAiPackage), asCALL_GENERIC, 0); void setAiPackage (asIScriptGeneric *gen) { // This works, since argument is passed by handle: "GameObject@" GameObject *s1 = (GameObject*)gen->GetArgObject(0); // However, this does not work: GameObject *s2 = (GameObject*)gen->GetArgAddress(1); // s2 points to some address, but is not a valid GameObject. It's also not the same as s1. } AngelScript Code: void test (GameObject @game_obj) {     Engine::setAiPackage(game_obj, @game_obj, null); } My problem is in the setAiPackage function. How to handle the reference type parameters? I tried fiddling with CScriptHandle, but that did not work. I presume that gen->GetArgAddress(1) is an asIScriptObject. But I can't use that from the application, can I?   Thanks in advance :)
  3. Hey.   I'm currently facing the problem of how to implement sound effects emitted by the environment. Examples for this would be a stream of lava, a river or any other objects that spans over a larger area.   I'm using the OpenAL API and I'm entirely unsure how to set the correct information on the sound source object: This is easy to do for an object like an NPC or a sword-swing: Those have a well-defined single position in the game world, so I just give OpenAL the position and it manages everything else.   But what about large objects that span a wide area? Do I give them a position as well and 'move' the sound source? Find the closest point between the listener and the object-boundary and position the sound source at that place?   That seems inefficient, because I'd had to do a ConvexSweepTest or something similar with Bullet whenever the player is moving, for every environmental sound source in his vicinity.   I've never really done anything with 3D sound before and would like some pointers.
  4. EDIT: Ahh, sorry. I just saw that you fixed exactly that issue lately. (Related thread: http://www.gamedev.net/topic/650055-problem-with-array-of-handles/ ) That's what I get for not using the very latest revision. Cheers.   ---   Hey, I'm currently using AngelScript for a little game project and recently noticed a shortcoming in the ScriptArray Addon related to this topic: I'm using an array of handles defined like so: array<GameObject@> currentGroup; Unfortunately, the 'find' method does not work on the array, unless an equal-comparison operator is defined for the GameObject type. int pos = currentGroup.find(@character); I don't define any such operator, because I want to compare the object handles only by their address. The expression (@character1 == @character2) works perfectly well, only the array-type does not support it.   It seems to me that the CScriptArray::Precache method must be changed to make that possible. It's probably a small fix. But unfortunately, I don't know enough about AngelScripts internals to do it myself.   Any chance to see this fixed in the next revision?   Thank you.