• 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.

loboWu

Members
  • Content count

    80
  • Joined

  • Last visited

Community Reputation

214 Neutral

About loboWu

  • Rank
    Member
  1. Dear Andreas: Thanks for your reply. I realize that loading string at run-time could do the task. But my team members prefer the straightforward way. I glanced round your codes, the key point is asBC_STR. I will try to do a little changes.   Thanks for your angelscript , we have 20~30 members writing the script codes.
  2. Dear Andreas:   I need a very large string table to generate some times. usually I write some code like that: void do_job(string[]@ ar) { ...................... } void main() { string[] samples = { #include "strings.txt" } do_job(samples); } strings.txt is a very large file like (usually 100000 lines) ".Database/001/IDX/00.idx", ".Database/001/IDX/01.idx", ".Database/002/IDX/02.idx", .......       But I saw the following codes in as_scriptengine.cpp int asCScriptEngine::AddConstantString(const char *str, size_t len) { // The VM currently doesn't handle string ids larger than 65535 asASSERT(stringConstants.GetLength() <= 65536); } How should I do to exceed 65536 string constants ?
  3. In the past years, I use 2.29.0 for a long time. But when I upgrade to 2.31.0, I found something strange with scriptany class try the following codes(which are correct in 2.29.0)   void main() {     string testh = "hello";     string output;     any data;     data.store(testh);     any temp = data;                 temp.retrieve(output);      // the retrieve will return false }   but the following codes   void main2() {     string testh = "hello";     string output;     any data;     data.store(testh);     any temp;     temp = data;                 temp.retrieve(output);      // the output will get the right value "hello" }  
  4. Dear andreas:     I decare a string array   ex:         string[]   arr = { "11111" , "222222"};      But If I remove the comma                  string[]   arr = { "11111"   "222222"};       angelscript won't report parsing error.     Instead, this statement is equal to string[] arr={"11111222222"};        Is it a bug?
  5. I just update to latest revision. But it crash at array bytecode saving. try this   void main() {      const uint8[] arr = {1,2,3,4,5}; } It compiles with no error, but it crash when saving bytecode,
  6. Thanks a lot.   But in revision 1837 , it will crash in "as_restore.cpp" line 4579 "SInfo info = stack.PopLast();" if stack in empty, the info maybe null.   Currently, I use revision 1833
  7. Dear Andreas:    please try this in 2.28.1    void main()    {         uint8  uint8Temp;         uint32 uint32B;    }      The variable name starting with (uint8, int8...) will result in parsing error.
  8. Thanks a lot.
  9. Dear Andreas:    I could reproduce the bug.    But it occurs only when loading bytecode and run.          I think there are 2 bug    1.  string[] ar = {"a", "b", "c", "d", "e", "f", "g"}   has memory leak,        in my env, the memory leak maybe   "e" , "f", "g" .....      2. when calling SetCurrentModel(ar[2]), it will raise an exception        at string opAssign() with an illegal parameter.       Thanks a lot.
  10. [source][/source]Dear Andreas: I found there's something strange about array constructor in 2.18.1.   I had a string class which is registered with reference. The codes are similar with http://www.gamedev.net/topic/639252-asobj-ref-and-asobj-value-at-the-same-time/   and here is my testing code without fail  [source]import void SetCurrentModel(string) from "model2"; void test(uint idx) { string@[] models={"111", "222", "333", "444", "555", "666", "666"}; if (idx <=6) SetCurrentModel(models[idx]); else SetCurrentModel(""); }[/source]   If I change the string array codes like this  [source]import void SetCurrentModel(string) from "model2"; void test(uint idx) { string[] models={"111", "222", "333", "444", "555", "666", "666"};   //replace "string@ " with "string" if (idx <=6) SetCurrentModel(models[idx]); else SetCurrentModel(""); }[/source] There are some string memory leak in 2.18.1. (but that's fine in 2.17.0) I couldn't point out the bug exactly, but I think there are 2 bugs with object reference array 1.  value assignment operators on reference types 2.  CScriptArray::Construct()
  11. Dear Andreas:      Actually, your excellent angelscript work saved us a lot.    We could compile once, execute bytecodes in ARM and PC  simultaneously.
  12.  use these flag "-mfloat-abi=hard -mfpu=vfpv3-d16 -marm"  angelscript arm calling convention is only suitable for vpfv3-d16.
  13. The arm gcc compiler is just come with marmalade SDK. It use arm-none-eabi with GCC 4.4.1
  14. Here is the attached file