RFC: Generic make for AS
Hi there.
I have just released a technical preview of my project AngelWing, which wants to be a generic make-like program for AngelScript, enabling you to compile your scripts modular via an easy to create makefile.
Another thread here about it: http://www.gamedev.net/community/forums/topic.asp?topic_id=523861
Website: http://code.google.com/p/angelwing/
Description from the website:
As you may know, Angelscript requires you to register your own types and classes before you can do all the interesting stuff. Any existing program like make itself cannot do this for you and doesn't know about this issue. Here comes AngelWing? in use. You can register your codestuff in the makefiles directly and then save your code as a binary file. Afterwards, you can load this binary file directly into AngelScript?, skipping the compilation-step. Depending on the count and complexity of your scripts, this can really speed your loading times and/or executionspeed depending on your design. We are not only providing some make-program here, but also a fully scaled C99-compatible Preprocessor using boost::wave which does all that for you.
Since this forum is more specialized, I would like to get all those comments from you, what you think about it and what features are absolutly needed making you using this program.
Little Tip: You might want to download the package (1.2MB) and read the manual.pdf for more informations and some tutorial and sample makefiles.
But please keep in mind, that this isn't a finished product :), so you may encounter missing things.
Any constructive critcs, hints, tips and opinions are welcome.
regards
Nico
If you say "pls", because it is shorter than "please", I will say "no", because it is shorter than "yes"
http://nightlight2d.de/
http://nightlight2d.de/
I think this is a great initiative, and may really aid those that prefer using pre-compiled bytecode in their products.
I would like to know what I can do in AngelScript to make AngelWing be even more useful to others. I've thought about a couple of things, that I'll try to prioritize for future releases:
- A new engine property to turn off initialization of global variables right after compilation.
- Better enumeration of registered types and functions to make it easier to export the application interface to the AngelWing format.
Anything else?
I would like to know what I can do in AngelScript to make AngelWing be even more useful to others. I've thought about a couple of things, that I'll try to prioritize for future releases:
- A new engine property to turn off initialization of global variables right after compilation.
- Better enumeration of registered types and functions to make it easier to export the application interface to the AngelWing format.
Anything else?
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: Original post by WitchLord
- Better enumeration of registered types and functions to make it easier to export the application interface to the AngelWing format.
I don't know about AngelWing - but I know I need this soon :)
I can probably implement this myself if it doesn't get implemented in time. (We, essentially, have an integrated compiler built into our tools, and we need to know the functions and classes exported by the game, in an xml format)
Yes, your request was why I already had this planned. I'll implement the improved enumeration of registered types, functions, and properties in version 2.16.0. If all goes according to plans it will hopefully be ready by end of March.
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game
Hi there. Didn't have enough time and didn't get any emails for reply-notification :(.
First, let me tell you that there is a new version of AngelWing online. It introduces Extensions ( aka Plugins ) which will allow users to share their "register-code" for public known classes and / or to even share whole code-snippets. There is still one problem open, thats that AngelWing is loading the plugins, currently this is done by asmake. What I need is a XPlatform-Way of loading dlls. I CAN implement it for Win32, but not for Linux / Mac. Perhaps someone wants to send in code for that. I don't want wxWidgets as dependecy of AngelWing itself ( talking about the .dll ).
@Andreas
What there would really be needed is some sort of "dumping"-method for all registered stuff. This is not only necessary for my project, it would be nice for documentation too. Well, enumeration would be cool too. That would enable me to do some autogenerating of the scripts. I would definitly keep the makefile-style, but I can read the registration-stuff from xml too or any other format. I would take xml only if it is auto-generated. I think xml is hell to write for humans :D.
regards
First, let me tell you that there is a new version of AngelWing online. It introduces Extensions ( aka Plugins ) which will allow users to share their "register-code" for public known classes and / or to even share whole code-snippets. There is still one problem open, thats that AngelWing is loading the plugins, currently this is done by asmake. What I need is a XPlatform-Way of loading dlls. I CAN implement it for Win32, but not for Linux / Mac. Perhaps someone wants to send in code for that. I don't want wxWidgets as dependecy of AngelWing itself ( talking about the .dll ).
@Andreas
What there would really be needed is some sort of "dumping"-method for all registered stuff. This is not only necessary for my project, it would be nice for documentation too. Well, enumeration would be cool too. That would enable me to do some autogenerating of the scripts. I would definitly keep the makefile-style, but I can read the registration-stuff from xml too or any other format. I would take xml only if it is auto-generated. I think xml is hell to write for humans :D.
regards
If you say "pls", because it is shorter than "please", I will say "no", because it is shorter than "yes"
http://nightlight2d.de/
http://nightlight2d.de/
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