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Got Angelscript to work on the Iphone

Started by June 15, 2009 10:35 PM
21 comments, last by swiftcoder 15 years, 5 months ago
AngelScript is working like a charm. I am getting 30fps for my iphone game, which is what i was going for. The entire game is written in Angelscript by the way. So performance wise Angelscript works really well on the phone.
Nice. Good to know that the native calling conventions work and that AS overall is working well for you. I'd be surprised if lua was faster than AS on ARM, but if you do try I'd be interested in knowing the results.

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Quote: Original post by BornToCode
Yes the native calling conventions do work. But just to be on the safe side i am using asCALL_GENERIC right now.


OK. I'll take your word for it and add iPhone as a platform with support for native calling conventions. Any idea on what compiler the iPhone SDK uses? Is it GNUC, or some other compiler?

Quote: ]Original post by BornToCode
AngelScript is working like a charm. I am getting 30fps for my iphone game, which is what i was going for. The entire game is written in Angelscript by the way. So performance wise Angelscript works really well on the phone.


Nice. Does this mean that you've resolved the performance issues with the script compiling?

Can we see the game? I'm sorry if you've already told me which game it is. There are so many projects going on that I can't keep track of who is working on which ones.

AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game

I am sorry WitchLord, but i cannot show the project, because i have entered it
in the assembly show for findland, also it is a comercial project as well.

Yes i have resolve the slowness issue. The thing is that on the pc version i would load all the scripts at runtime and objects would reference the already compiled script, but for the iphone version i only load them on demand and it is fast enough to load one at time then actually loading everything at once. The issue with the iphone is that there is a timer and if you game exceed that timer while the phone is in iddle mode or something like that. The application will shut down.
No problem. I'll wait until you're ready to show it. The fact that you can't show us already makes me even more curious. ;)

AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game

I'm curious, because someone mentioned it above, but does the iPhone SDK license prohibit interpreted languages? Which would make it not allowed to use AngelScript [in a commercial game].

I speak from zero iPhone development experience...but if use of AngelScript is permitted, then things get interesting....
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What you are doing may be illegal*. Are you directly compiling down to native code of the platform with no intermediate interpreting or JIT compiling steps on the iphone? cause otherwise you are breaching the SDK terms. Which are exceedingly draconian.

Quote: 3.3.2 — An Application may not itself install or launch other executable code by any means, including without limitation through the use of a plug-in architecture, calling other frameworks, other APIs or otherwise. No interpreted code may be downloaded and used in an Application except for code that is interpreted and run by Apple’s Published APIs and built-in interpreter(s).


The point of confusion for me is if the interpreted code comes with the app and is not downloaded. But then executable code cannot also be installed which should preclude 'intepreted' code. In addition plugin type architectures are forbiddened which a scriptable application follows. IANAL but it seems unless the code is compiled directly to native format as in the case of Unity3d it will be illegal.

*Terms as those contained for SDK should be not be legal IMHO.
Quote: Original post by WitchLord
Any idea on what compiler the iPhone SDK uses? Is it GNUC, or some other compiler?
It is GCC, but the Apple version, which often contains very large enhancements/changes.
Quote: Original post by Daerax
IANAL but it seems unless the code is compiled directly to native format as in the case of Unity3d it will be illegal.
That is certainly the prevailing wisdom - the only interpreted code allowed on the iPhone is &#106avascript running in a webkit view.

Tristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]

Are you serious. So that means all the stuff i wrote in angel script i will need to bring that over in objective c, that is simply cr**ap if you ask me. Well i guess i have no choice in that case. I hate you apple. One quick question, how about if i compiled the scrits directly into the executable itself, like the engine does not load those files from disk.
Quote: Original post by BornToCode
Are you serious. So that means all the stuff i wrote in angel script i will need to bring that over in objective c, that is simply cr**ap if you ask me. Well i guess i have no choice in that case. I hate you apple.
It doesn't have to be Objective-C: you can use C, C++, or any other language that can be compiled down to native code (D, C#, etc.)
Quote: One quick question, how about if i compiled the scrits directly into the executable itself, like the engine does not load those files from disk.
As long as you can compile them down to ARM executable code, embedding them in the engine is fine. However, you can't embed the interpreter.

Tristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]

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