I'm sporting the idea of having a Angelscript to C++ automatic translator. I know it's not an easy task and not everything can be translated, however I have an idea how to do it. Is anyone interested working on this with me as a paid job?
Angelscript to C++ translator
quarnster had initiated something similar, though his approach was to convert the bytecode to C++.
I'll be following the progress of this with interest.
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 tried the AOT compiler however it produces hundreds of gigabytes (not joking) of c++ code. You can imagine that is useless.
Most of the code I'd like to translate is pretty straightforward. For example, here you just need to change @ to *.
void onTick( CMap@ this )
{
// local player check end
CBlob@ localBlob = getLocalPlayerBlob();
if (localBlob !is null)
{
if (!myPlayerGotToTheEnd && (localBlob.getPosition() - endPoint).getLength() < 32.0f)
{
myPlayerGotToTheEnd = true;
Sound::Play("/VehicleCapture");
}
}
There might be a problem with virtual classes and such. But I purposfully avoid using AS specific things like traits.
The file size of these translations won't be small too, because I imagine all the global vars and functions need to be in one common header attached to every single translated script, however it won't be anywhere near a couple gigs.