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How to compile for angle script for other platforms

Started by January 06, 2021 01:30 AM
4 comments, last by WitchLord 3 years, 10 months ago

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Sign, Cyndanera

The bytecode is platform independent so you can compile on one platform and save it to a file that can then be loaded on another platform.

http://www.angelcode.com/angelscript/sdk/docs/manual/doc_adv_precompile.html

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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Sign, Cyndanera

You don't need to do anything. The bytecode is already written in a byte-order independent way so it can be loaded on both platforms with little-endian and big-endian architectures. The same goes for 32bit vs 64bit architectures.

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

Removed

Sign, Cyndanera

That's correct. The saved bytecode is independent on the target platform, so you would be able to use asbuild on for example Windows to compile a script that will be loaded and executed on Wii.

Of course, you need to make sure the asbuild has the same application interface (i.e. the registered types, functions, etc) that is available on the wii application.

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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