What's going on?
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game
One recommendation that I have is that you should improve the docs. They are 'OK' imho, but somethings are difficult to find, or just aren't there. As well, more code snippets would be awesome imho.
Cheers
One thing that I would like to do, is to make the documentation into a Wiki, that way I could update sections of it as I find the time. It would also be easier for me to organize the reference section in a better way. Though, even with a Wiki I need to have a way of generating HTML pages for an offline version that can be included in the SDK.
Regards,
Andreas
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game
Quote: It's currently mostly a reference manual which unfortunately means that you at least need to have a notion of where to look for it to be useful.Yes, which when just starting, makes it difficult to find anything. Thus all my damn posts! haha
Cheers
But I cannot use that for the manual, since the manual needs to be in synch with the code. I could include user contributed articles in the manual though, if someone were to write them.
Regards,
Andreas
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game
Single-threaded is usually slightly faster than multi-threaded, due to not requiring extra code to guarantee thread safety.
I normally use multi-threaded DLL though when compiling my projects, because I rarely need the extra speed, and prefer the smaller binary size of using the shared library over the statically linked library. Using the dll also has the added benefit of automatically gaining any updates from Microsoft in this code.
There is rarely any use of compiling AngelScript as a DLL though, as different versions of AngelScript are rarely binary compatible, meaning that you can't easily update the DLL with a new version of AngelScript and expect the programs that use it to continue working.
The only reason I can see for using AngelScript in a DLL is if you wish to provide scripting capabilities to a program that already allow some form of plugin though not scripting. In that case you'll still compile AngelScript itself as a static library, and then link with it in your plugin DLL.
There is also a drawback with using AngelScript from a DLL, and that is that the memory management will be separate from your main application, which means that you may discover that objects allocated on one side of the DLL interface cannot be correctly deallocated on the other side, since they use two different heaps.
Regards,
Andreas
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game
PPC native calling conventions are now working on Mac OS X (and also on PlayStation 3, thanks to Jeff Slutter from ReactorZero). I've fixed plenty of other bugs as well, but there are still a few bugs that need to be taken care of before the 2.8.1 release.
Regards,
Andreas
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game