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justinrwalsh

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  1. Well i checked it out, and I think i would need to write a wrapper function for ogre's memory routines, as none of them match malloc's function signature. Instead I opted to just disable the memory manager, since in release mode it is turned off anyhow. As for Vector3, i switched to the constructor Vector3(0, 0, 0). Works like a charm. Good call on the memory manager. Thanks Again.
  2. Hello again. I am using angelscript in the Generic form, and am running into an issue with new and delete, along with memory... Now in the graphic's engine I am using, Ogre3D, they override the new and delete operator. I am asuming this is causing an issue with angelscript. I tried to disable the memory manager (new / delete overrides), however i think it is still sneaking in... First off here is my registration methods... // Ogre::Vector3 // Register object type, constructor, destructor and assignment r = as->RegisterObjectType("Vector3", sizeof(Vector3), asOBJ_CLASS_CDA); assert(r >= 0); r = as->RegisterObjectBehaviour("Vector3", asBEHAVE_CONSTRUCT, "void f()", asFUNCTION(OgreScriptBindings::Vector3Constructor), asCALL_GENERIC); assert( r >= 0 ); r = as->RegisterObjectBehaviour("Vector3", asBEHAVE_DESTRUCT, "void f()", asFUNCTION(OgreScriptBindings::Vector3Destructor), asCALL_GENERIC); assert( r >= 0 ); r = as->RegisterObjectBehaviour("Vector3", asBEHAVE_ASSIGNMENT, "Vector3 &f(const Vector3 &in)", asFUNCTION(OgreScriptBindings::Vector3Assignment), asCALL_GENERIC); assert( r >= 0 ); So when i am calling my Construct method this returns a Vector3 but the data types are empty... void OgreScriptBindings::Vector3Constructor(asIScriptGeneric *gen) { // Construct the vector3 in memory Vector3 *thisPtr = (Vector3 *)gen->GetObject(); new(thisPtr) Vector3(); // TODO: Why do i have to do this...? thisPtr->x = 0; thisPtr->y = 0; thisPtr->z = 0; } This seams to work in that the x,y,z member variables are are manually initialized. However the constructor should be doing this, right? A call like this... void OgreScriptBindings::Vector3Constructor(asIScriptGeneric *gen) { // Construct the vector3 in memory Vector3 *thisPtr = (Vector3 *)gen->GetObject(); //new(thisPtr) Vector3(); thisPtr = new Vector3(); // TODO: Why do i have to do this...? //thisPtr->x = 0; thisPtr->y = 0; thisPtr->z = 0; } Will initialize the member variables. However once i leave that function and come back to the destructor, the first code segment above retains the values, and the last method does not. And more so, when i go to call a delete the Ogre memory manager kicks back in and causes an error in the overriden delete. I saw a line in the manual that says... Quote:It is also possible to override how the memory is allocated for an object type, but this will not be described in this article. This can be useful if the object type is allocated from for example a memory pool, or if it is allocated from a DLL which uses another memory heap than the main application. Is this the solution, to my problems, as i can not seam to find away to diable the memory manager completely in Ogre... I am also going on over to the ogre forums to check and see if anyone else has had issues with scripting engines and the Ogre Memory manager. Thanks Again.
  3. That kind of sucks :( The beauty and power is the ability to not have to write wrapper functions in angelscript. How much more work is needed to get it working native under OS X with a PPC processor. Maybe i will start reading up and help that process along. As to the global function comment what i meant was that this code under windows was executing... as->RegisterGlobalFunction("void cameraRotate(int index)", asMETHOD(v7::GameManager, cameraRotate), asCALL_STDCALL); and the function cameraRotate was a private member function of v7::gameManager. Now i know that kind of seems off, but it was nice to have our script only functions not accessible in the engine. As we already had to wrap up some methods because when we called the function from script, back in the engine it was not getting in instance of the class, and all the class variables where not initialized in the class of the engine. Again, I could have just been doing crazy off the wall stuff as i have never used a scripting engine in a project before. And come to think of it, It is probably best to use the generic engine because we may have a chance to port our game over to gamecube. Thank you for your support and patience.
  4. The project I am working on is still under wraps until the end of the year. As soon as we announce the project officially I will of course let you know, as well as link back to your site. It is a 2D style arcade shoot'em up, rendered in 3D. We are using Ogre3D for rendering, FMOD for audio, OIS for input, Bullet for 3D world collisions, and of course AngelScript for scripting :) On a side note, on windows I am able to have my script functions as protected functions of a class, and register those functions as globals. However this method doesn't seem to be working on OS X. As a matter of fact I never expected it to work on windows and was surprised that it did when it did. The idea at first was to hide those script only functions from public access. I am assuming this ties in to the wrapper functions statement you had made. With max portability mode can i still use member functions or do I need to make all the functions global and not a member of a class? Best Regards
  5. Ok, now i just feel dumb. I had no idea that you had to register your functions as asCALL_GENERIC, when in AS_MAX_PORTABILITY. Changed all my function registration methods to asCALL_GENERIC, and it appears to be working. So what is the difference in a GENERIC call vs one of the others. What am I limited too. I really don't want to code everything twice, once for windows and once for mac. Thanks again, Justin Walsh
  6. i stepped through the application and scriptstring is being registered in AS_MAX_PORTABILITY mode. So i know it is defined. Nothing fails until i call the Build function. bool ScriptManager::loadScript(Ogre::String file) { // Scripts Functions are prepended with (filename - ext)_ function // i.e MyUberScript.v7s = MyUberScript_spiffyFunction() // Before we introduce the script into our main context and use it // we need to test it to make sure it is a valid script file. We will load it into // a temporary module, then compile it. If we get errors, we do not add it into our system // and report an error. // Create a stream to the file DataStreamPtr stream; String script; try { stream = ResourceGroupManager::getSingletonPtr()->openResource(file); script = stream->getAsString(); } catch(...) { ScriptUtility::logErrorMessage(file + " was not found."); return false; } // Add the script to the validation module int r; r = mScriptEngine->AddScriptSection(VALIDATION_SCRIPT_MODULE, file.c_str(), script.c_str(), script.length()); assert(r >= 0); stream->close(); if(r < 0) return false; // error // Compile the validation module r = mScriptEngine->Build(VALIDATION_SCRIPT_MODULE); assert(r >= 0); if(r < 0) return false; // error Then it reports this error message: 0: In script section true on line 0 character 0. Invalid configuration It appears the the asSMessageInfo is just full of null values... And my error callback looks like this... void ScriptManager::MessageCallback(const asSMessageInfo *msg) { String msgType = Ogre::StringConverter::toString(msg->type); String msgSection = Ogre::StringConverter::toString(msg->section); String msgRow = Ogre::StringConverter::toString(msg->row); String msgCol = Ogre::StringConverter::toString(msg->col); LogManager::getSingletonPtr()->logMessage("------V7 SCRIPT ERROR------"); LogManager::getSingletonPtr()->logMessage(msgType + ": In script section " + msgSection + " on line " + msgRow + " character " + msgCol + "."); LogManager::getSingletonPtr()->logMessage(String(msg->message)); } So without debugging angelcode i don't think i am doing anything wrong, as i said before windows has no issue with this code. Is there a better way to get a more detailed error message? Thanks.
  7. So i have read that when the Error stream spits out an Invalid configuration in means that something went wrong with the registration methods. However i think this may be just a PPC issue. As i have the code working on a windows machine, the same exact code. I am using the scriptstring add-on, and it is not failing an any of the asserts. Also I am running it in max compatibility mode, is the PPC version ready for native mode yet? Where would be the first place to look, to track down this Invalid configuration error. Thanks.
  8. Back to samples... Ahhh yes samples... just to make this psot even more of a hodge podge of milarkey. i was under the empresion that you could sample a certain time segment( can't remember the time, like 3-5 seconds) and use this in your new work. Just like radio stations play small loops from other songs in the background, and on TV programs they sometimes play a very small audio clip to escape royalties? am i wrong?
  9. its all aout OGRE, however it is not a GAME engine, it is a Graphics engine. So depends on how muchcode you want to write. Modding Warcraft 3 isn't really game makeing in my mind, its playng with the warcraft 3 editor. Honestly, the Torque/RTS kit would be the fastes way to start makeing your game, However again i dont really feel you are makeing a game, but rather suing an editor again. ut maybe i'm just stuck in the old school, of actually writing code to make a game.
  10. There was also an SDLgl project floating around the web that seems to be a hack, to force the SDL functions to use openGL. For a beginner i suggest just using SDL, SDL_Image, and SDL_Mixer. If you want to leaarn more than just SDL, then use SDL for windowing and input, use openGL in an orthographic projection and draw textured quads for sprites. And for audio again SDL_mixer or openAL. You will see a speed increase on 3d accelerated computers going the openGL route.
  11. OpenGL

    3000 - 5200 FPS on the average 3000 FPS Athlon XP 3200 768MB RAM GeForce FX 5200 Xp Pro SP2 The loading takes an extremaly long time, for just a simple mesh and two textures. On the upside it never brings my CPU above about 6% in Task Manager. Framecounter freaks out and goes -1500 sometime too.
  12. OpenGL

    How many lines are you drawing? I had an openGL based line drawing 2D game, and it was runing at thousands of frames per second. Wasn't slow at all, and i wasn't useing displaylists or vertex arrays. So i'm confused on what slow is.
  13. SDL with SDLimage will do the trick. But you said you wanted the fastest. That brings up a few issues. SDL's software blitting gets the job done. But is no match in speed to something like SDL with OpenGL, or the hacked SDLGL stuff. OpenGL and Direct3D are fast, very fast. But now you are saying in order to play my game you MUST have a 3D accelerated graphics card. Depending on your game you may not want to limit your audience in such a way. In Conclusion. Software SDL should be fast *enough* and allow for a wider audience, and multiple platforms. OpenGL/Direct3D will be insane fast, but it is limiting your user base. Consider the type of game you are making.
  14. I'm pretty sure OGRE can accomplish the keyframe animation, if not, quake3 MD3 files are based on keyframe animation. http://www.ogre3d.org - OGRE homepage ftp://ftp.idsoftware.com/idstuff/source/quake3-1.32b-source.zip - Quake3 Source
  15. A few things... So i've never attempted to mod quake3 but did a little quake 2 copy and paste modding back in the day. I read a few tutorials online, and they are ok ways to get understanding of the quake3 source code, engine and game. Then i broke down and bought Focus on Mod Programming in Quake III Arena. Regardless of the amazon comment that it was just a copy and paste of tutorials, it is very informative and i like it. So i'm hacking around in the game code, and all is well, but what i really would like some info on is the audio portion of the engine, and the rendering portion. I haven't fired up the sources yet, but i am guessing that the audio and graphics rendering is abstracted from the OS it runs on? am i right? i should i expect to see three implementations of the audio and rendering code, one for each OS? One last note... http://quake3.quakesrc.org/wiki make a contribution - I did. ~It's time to get OS X a damn good engine, we need to squash some bugs first.~