AngelScript 2.5.0c released
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AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game
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possible for me, our whole engine is mostly based off of angelscript, thanks for the continued development, it IS the best scripting library I have ever used =). I especially prefer the syntax to Lua and Python, and overall to gamemonkey. Well I'm just rambling =P.
Thanks
Edit: BTW It makes things possible, because it opens up the engine to the cleaner scripted interface that I like to work with more often than not, of course now I'm not using as much of the scripting, but it's moving over, as my new common object system/emoObject cache uses angelscript.
[Edited by - Deranged on January 15, 2006 9:11:53 PM]
I'm planning on reintroducing pointers again using another flag: asALLOW_UNSAFE_POINTERS. But right now I'm concentrating on script declared classes with inheritance, etc, so I do not know when that will be. If you'd like to help me with it, you're welcome.
Deranged:
Cool! I'm really happy that you like AngelScript. I'll make sure to continue working on the library to make it even easier for you to make your game.
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game
still using a version that supports pointer.
how much efforts to move my current scripts over to this v2.5 ?
for example:
void SpawnGeneric (Point3 &location, GameEngine *terrain, string &typeName)
void Collision (int entityNum, Entity *node, Entity *othernode, HitInfo *hit, GameEngine *terrain)
Compiling the library with the AS_ALLOW_UNSAFE_REFERENCES flag, might make it easier to port your code though. A reference is after all pretty much the same as a normal pointer.
You can easily represent a pointer by registering a type, e.g:
RegisterObjectType("EntityPtr", sizeof(Entity*), asOBJ_PRIMITIVE);
Then it would just be a matter of substituting Entity* for EntityPtr in your script declarations.
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game