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| Some recent topics started on our forums | |
| Inheriting from registered class? | Maybe I'm just stupid but is this even possible? Deriving a script class from a registered class |
| Posted November 14, 2010 6:02:49 PM | |
| feature (that won't be implemented) | What would really help me is custom string literals (which were introduced with the new C++0X standard). I need this to easily convert IDs to resources. print(4); // returns 4 print(4r); // returns resource with id 4 I don't think you are goin... |
| Posted November 5, 2010 10:43:08 AM | |
| tokenizer | Just wanted to point out that float consts can't be written without a leading zero. I.e. float f = 0.4f; // works float f2 = .4f; // doesn't work |
| Posted August 29, 2010 10:06:37 AM | |
| comparison of uint& and uint | I have a C++ class "prop" which has the attribute uint id and an accessor method const uint& getId() const; registration of the method: r = engine->RegisterObjectMethod(type, "const uint32& get_id() const", asMETHOD(T, getId), asCALL_THISCALL)... |
| Posted August 26, 2010 5:49:15 AM | |
| add functions to module | IIRC you cannot add script sections without recompiling ALL the code, can I? Is there any way to add single functions to a module without recompiling it? This is very critical to me because I don't know beforehand if I need all the functions avai... |
| Posted August 13, 2010 6:11:06 AM | |
| Registering inherited classes | Hello there. I have some base class and inheritance (in C++) class Base { public: Base() {} virtual ~Base() {} virtual void foo() { std::cout << "foo"; } }; class SubClass : public Base { public: SubClass() {} ~SubCl... |
| Posted July 29, 2010 9:54:37 PM | |
| registering operators for template specialization | In C++ I've got a template class vector3d<T>. I'd like to expose vector3d<int> to AS. r = _scriptEngine->RegisterObjectType("Vector", sizeof(core::vector3di), asOBJ_VALUE | asOBJ_POD | asOBJ_APP_CLASS_A); assert(r >= 0); r =... |
| Posted July 28, 2010 6:18:07 AM | |
| Angelscript save context | Hello, I'm new to Angelscript. Here is my problem: I want to use angelscript to control characters in my game. The script is able to call c++ methods like "walkTo(int x,int y)" and "say(string str)". in script: void foo(Character@ alice) { ... |
| Posted March 16, 2010 11:14:37 AM | |
| Chaos3000 | After almost a year we hereby officially announce our new game "Chaos 3000". You may have already seen some screenshots here... Chaos 3000 is a vertical shooter, a Danmaku to be precise. In contrast to normal Danmakus we focused on fast pac... |
| Posted June 23, 2009 2:15:44 PM | |
| Chaos3000 | Three pictures of the upcoming Danmaku "Chaos3000" (working title :)) We are using a modified version of the Irrlicht Engine (http://irrlicht.sourceforge.net) to fit our needs. Chaos3000 is a Danmaku, a vertical shooter which motto is rather "s... |
| Posted March 16, 2009 8:45:33 PM | |
| View All Topics Started By This User | |
| Some recent replies made on our forums | |
| add functions to module | I see. Regarding the global function the only way I see is to use a global var in C++. Would it theoretically be possible to add this functionality to the AS API? |
| Posted August 13, 2010 10:58:02 PM | |
| registering operators for template specialization | This helps. I can't find anything on this special &in though, could you explain, how it works? |
| Posted July 28, 2010 10:42:21 AM | |
| registering operators for template specialization | Correction, it compiles. Now the console returns: Script Engine: System function (1, 26) : ERR : Only object types that support object handles can use &inout. Use &in or &out instead Whatever that means. :-( |
| Posted July 28, 2010 10:13:19 AM | |
| registering operators for template specialization | Works, just missed it. thanks |
| Posted July 28, 2010 10:09:00 AM | |
| Using SetArgObject | Is the function id valid? Also I'm not sure about that but when building code maybe you should already have registered your object type? |
| Posted March 18, 2010 9:17:55 AM | |
| Robots Always Obey | I like the gameplay and graphics, consistent art style. I don't like the music and sounds, not enough variation. Also you should speed up the robot movement. Nice work so far |
| Posted November 6, 2009 2:23:19 AM | |
| Star Sentinel Tactics | Really like the look of the game, the UI is overbloated though. Is this 2D only gameplay wise? I'm working on a TBS too and would like to share knowledge eventually, especially on the use of LUA |
| Posted September 28, 2009 3:13:12 AM | |
| Chaos3000 | Thanks for all your comments. A lots of zeros in the scores? Yeah, maybe, but this is just a fast done test level, i.e. I've got almost no multiplier. The scores will go up very fast later on. Are the any other levels? Yes, there is o... |
| Posted March 22, 2009 11:51:28 AM | |
| meshes ingame | Basically I'm looking for a wide spread file format that is capable of bones and morphing animation and an easy to implement library for d3dx meshes. Thanks for your help anyway |
| Posted June 5, 2007 6:28:42 PM | |
| D3DXCreateTextureFromFileEx | This is called batching? Thanks for your info. |
| Posted June 1, 2007 2:23:42 PM | |
| View All Replies Made By This User | |