AngelScript 1.10.0 FINAL (2004/11/02)
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AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game
The crashes went away when I declared NO_THREADS in the project. I believe multi-threading is still not working fully yet, but they are on by default in MSVC project found in angelscript\projects\msvc6. Also the "compiling and linking with the library" link at the top of http://www.angelcode.com/angelscript/ is broken.
Not griping here, I LOVE angelscript. Just pointing out the problems I ran into just loading it up after a long break.
Forgot to mention I am using MSVC 7 with MSVC 6 libraries if that had anything to do with it.
[Edited by - lxnyce on November 4, 2004 10:21:25 AM]
Still I will set the NO_THREADS flag as on by default, since multithreading is not yet stable.
Thanks for pointing out the broken link as well.
Regards,
Andreas
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AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game
take a look at http://softwire.sourceforge.net, it might help with the performance issues uve havin
2. So, just to be clear:
int a[5](6);
would be the proper syntax in C++ to create an array of five floats initialized to the value 6. What is the syntax in angelscript?
3. I'm glad that you added the output message to Build(), but now I get an "Invalid Configuration" and an asINVALID_CONFIGURATION with no idea as to *why* it is invalid.
I'm aware of SoftWire, but AngelScript hasn't come so far as to compile directly to native code yet. Once it does I will most likely use SoftWire though.
Thanks anyway.
Aggrav8d:
1. Thanks. What's next is AS2, with the slightly changed syntax. AS1 will also be improved with a few things, like initialization lists, -> operator overload, better compile speed, etc.
2. AS still don't support automatic initialization of arrays, so in this case you'll have to write a loop to initialize each of the elements.
int[] a(5);
for( int n = 0; n < 5; n++ ) a[n] = 6;
3. AS doesn't store the function call that failed during configuration. You'll have to verify each of the return codes. I recommend doing it like this:
r = engine->RegisterObjectType(...); assert( r >= 0 );
r = engine->RegisterObjectMethod(...); assert( r >= 0 );
r = engine->RegisterObjectMethod(...); assert( r >= 0 );
r = engine->RegisterGlobalFunction(...); assert( r >= 0 );
This doesn't polute the code with lots of if statements, and it will let you easily find the problem in debug mode. In release mode the return codes aren't verified but they won't fail if they don't fail in debug mode (unless I made a mistake somewhere).
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game
Digging a little further I see that it is trying to do a conversion but the type->dataType.GetSizeInMemoryDWords() is equal to 16 (!!)
[Edited by - Aggrav8d on November 5, 2004 1:44:23 PM]
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game