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AngelScript 2.19.2 released

Started by September 05, 2010 02:18 PM
11 comments, last by iram 14 years, 2 months ago
This version brings quite a lot of improvements to already existing features, as well as a few bug fixes. There are no major new features, so I suggest you look at the change list for the details.


Perhaps the most interesting addition is the new offline compiler sample. This sample shows how scripts can be built using a generic compiler. The pre-compiled bytecode can then be loaded by the application that will execute it.


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

Keep up the great work!

Don't want to open a new thread for this, but do you mind also including this item -> http://www.gamedev.net/community/forums/topic.asp?topic_id=564370 into the 2.20.0 plan? It's a simple two liner but on other hand, we wouldn't have to maintain our own Makefile for Angelscript..
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Done in revision 690.

It was already on my to-do list, but I had forgotten about it. Thanks for reminding me.

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

Great, thanks!
Btw, it'd also make sense to make CXX redefinable in the gnuc Makefile as well, for example, some (if not many) systems have C++ compiler as g++, not gcc. Or, one might want to redefine it to a different gcc version:
CXX=gcc-4.5 make

All you need to do is to change the line:
CXX = gcc
to
CXX ?= gcc

in the Makefile.
Done in revision 694. Thanks.

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

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Sorry for bothering you with this again, I missed another important bit last time.
There's code in the gnuc Makefile that says:
[source=cpp]ar r $(BIN) $(OBJ)ranlib $(BIN)


it'd be great if you changed it to:
[source=cpp]$(AR) r $(BIN) $(OBJ)$(RANLIB) $(BIN)


with:
[source=cpp]AR ?= arRANLIB ?= ranlib


at the top after the CXX ?= line. In this case, one can reuse the gnuc Makefile for cross compilation as well. In fact, it's even more useful for the purpose than the mingw one.
Done in revision 699. Thanks.

Please don't hesitate to suggest further improvements.

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

Btw, is there a chance you're going to implement allocation of value types on stack instead on heap any time soon? For the being, we have to use reference counting on something as simple as a three-component vector with custom memory allocation to avoid excessive malloc/free calls.
I will look into it. I've been putting it off for a while because it brings a series of complications that will have to be solved before I can make it fully work. But I know it is important for the performance so I will definitely have a closer look at it.

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

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