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Is AngelCode supported by SWIG?

Started by March 16, 2011 11:58 PM
2 comments, last by _orm_ 13 years, 7 months ago
I just started using SWIG with LUA and I must say that going back and fort from C++ to Lua through SWIG is even easier than coding directly in C++.
Any chance it'll get supported in the future?
[size="2"]I like the Walrus best.
If the SWIG team would like to add support for AngelScript I would be more than happy to help the in that endeavour.

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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So they choose which languages to support unilaterally. I still believe it'd be a good thing. The one thing that stopped me from going with AngelCode was that it wasn't easy (at least for me) to have it working quick. SWIG did that for me barely knowing about it and about the language I was going to script with. For people (like me) that isn't devoted to fully understand the intricacies of interfacing scripting languages with c/c++ that's something pretty awesome.
[size="2"]I like the Walrus best.
The thing about Angelscript is that bindings between your C++ classes and the script engine can be pretty much one-to-one. Rarely will you need to write glue code that resolves object types at run time (which can really bog down performance when you think about it). Exposing my engine to Angelscript has been mainly a design problem on my end, and the engine has remained unobtrusive. If you're integrating a scripting language, you will always need to learn some of the intracies and in my oppinion, SWIG really can get in the way of that.

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