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Some recent topics started on our forums |
Inheriting from registered class?
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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
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feature (that won't be implemented)
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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
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tokenizer
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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
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Posted August 29, 2010 10:06:37 AM
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comparison of uint& and uint
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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
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add functions to module
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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
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Registering inherited classes
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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
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registering operators for template specialization
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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
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Angelscript save context
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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
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Chaos3000
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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
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Chaos3000
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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
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View All Topics Started By This User
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Some recent replies made on our forums |
add functions to module
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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
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registering operators for template specialization
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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
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registering operators for template specialization
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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
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registering operators for template specialization
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Works, just missed it. thanks |
Posted July 28, 2010 10:09:00 AM
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Using SetArgObject
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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
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Robots Always Obey
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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
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Star Sentinel Tactics
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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
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Chaos3000
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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
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meshes ingame
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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
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D3DXCreateTextureFromFileEx
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This is called batching?
Thanks for your info. |
Posted June 1, 2007 2:23:42 PM
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