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Angelscript to C++ translator

Started by August 20, 2013 08:56 AM
1 comment, last by ruphert 11 years, 3 months ago

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?

KAG DEVLOG: http://kagdev.tumblr.com/

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

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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.

KAG DEVLOG: http://kagdev.tumblr.com/

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