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From: Ben W. <za...@ec...> - 2003-07-13 22:22:03
|
Hello Luke.. How are things going these day. I have not heard from you in a while. Later, Ben |
From: Ben W. <za...@ec...> - 2002-10-29 04:25:45
|
Hello=20 Sorry to be gone so long, I moved to a different province and didn't = really have an internet connection.. Anyway, I am back and I can't = compile emotion with VC6..=20 Later, Ben |
From: ben w. <be...@ec...> - 2002-09-27 13:24:35
|
Hello I would like to mention that I am moving and will be travelling for a few= =20 days, and will not be able to get to a computer for about a week.=20 But I would really like to make a release. Things are really getting neet= in=20 cvs.. Luke can you update the changelogs and add someinformation regardin= g=20 what the controllers and stuff are.. Thanks Ben |
From: Ben W. <za...@ec...> - 2002-09-18 11:24:12
|
Hello I just took a look at ogre, you should have a look at the design of this = thing.. Its quite impressive. Also they use stl port, sounds like an = interesting idea for windows. The windows version of stl is quite old. = (Are you using any stl). Ben |
From: Ben W. <za...@ec...> - 2002-09-18 11:19:32
|
Hello=20 I was just sitting thinking about signals and slots and the overall = design of the engine, and just came up with one useful way to use = signals and slots. Around the frame timer, everytime a frame completes a = signal is released and all the slots that need the timers, like update = scripts or update animation can be tied in. It could also help people = using the engine, so they can tie something into the frames as well..=20 Ben |
From: Ben W. <za...@ec...> - 2002-09-18 02:56:54
|
That design looks good.. I got visio viewer from ms.. So I can read it now.. Ben ----- Original Message ----- From: "Luke Carpenter" <luk...@ho...> To: <Emo...@li...> Sent: Tuesday, September 17, 2002 8:21 PM Subject: [Emotion-devel] Initial Core Design > Hi Ben, > > I have attached a gif of the my initial design of the engine's's core > structure. Its not far from what we have now. Do you have a program that you > use that could be used to generate and edit UML diagrams. If so what is the > file format, because I'm using visio which is far from any standard file > format, but it can export in many other formats. > > One of the resources I use to cross check my design is a sight about game > design patterns, check it out its not bad. > http://www.gamedev.net/reference/list.asp?categoryid=66#137 > > later-luke > > > _________________________________________________________________ > Chat with friends online, try MSN Messenger: http://messenger.msn.com > |
From: Ben W. <za...@ec...> - 2002-09-18 01:05:22
|
Hello There is only a vsd file, there is no gif.. Ben ----- Original Message ----- From: "Luke Carpenter" <luk...@ho...> To: <Emo...@li...> Sent: Tuesday, September 17, 2002 8:21 PM Subject: [Emotion-devel] Initial Core Design > Hi Ben, > > I have attached a gif of the my initial design of the engine's's core > structure. Its not far from what we have now. Do you have a program that you > use that could be used to generate and edit UML diagrams. If so what is the > file format, because I'm using visio which is far from any standard file > format, but it can export in many other formats. > > One of the resources I use to cross check my design is a sight about game > design patterns, check it out its not bad. > http://www.gamedev.net/reference/list.asp?categoryid=66#137 > > later-luke > > > _________________________________________________________________ > Chat with friends online, try MSN Messenger: http://messenger.msn.com > |
From: Luke C. <luk...@ho...> - 2002-09-17 23:22:45
|
Hi Ben, I have attached a gif of the my initial design of the engine's's core structure. Its not far from what we have now. Do you have a program that you use that could be used to generate and edit UML diagrams. If so what is the file format, because I'm using visio which is far from any standard file format, but it can export in many other formats. One of the resources I use to cross check my design is a sight about game design patterns, check it out its not bad. http://www.gamedev.net/reference/list.asp?categoryid=66#137 later-luke _________________________________________________________________ Chat with friends online, try MSN Messenger: http://messenger.msn.com |
From: Ben W. <be...@ec...> - 2002-09-17 17:25:33
|
Hello=20 I was wondering how close we are to another release. There has been alot = of=20 work go in.=20 Ben |
From: Ben W. <be...@ec...> - 2002-09-17 17:24:28
|
Hello=20 I just put together something small for resource mangement, for objects a= nd=20 sprites so the same models only get loaded once. I think it needs abit o= f=20 work, but it is not bad for now..=20 Ben |
From: Ben W. <be...@ec...> - 2002-09-17 16:01:40
|
Ya never mind, it just looks that way from the little movement that the=20 penguin on the pedestal makes. But if you watch the 2 that are going arou= nd=20 in a big circle it looks like the frames per sec are quite high.. Later, Ben On September 17, 2002 12:44 pm, Luke Carpenter wrote: > Hey Ben, > > I'm glad you like my changes, as you can see the interfaces are incompl= ete > but functional. > > I really haven't noticed a significant speed problem on my machine. Its= so > hard making a game engine that is optimized on the initial development > since there can be a bottle neck in single part that is slowing down th= e > whole thing and its not obvious. My theory is make a completed engine t= hat > works then start an iteration of find the biggest bottle neck in the > system, optimize it find the next bottle neck, optimize it, ect... Unti= l it > is at the performance you want. Because I have gotten lost trying to > optimize a section before its completed and I windup with a partially > completed section that's extremely optimized. > > later-luke > > > From: Ben Woodhead <be...@ec...> > > >Reply-To: emo...@li... > >To: emo...@li... > >Subject: [Emotion-devel] Main script > >Date: Tue, 17 Sep 2002 11:04:50 -0300 > > > >Hello.. > > > >I was just taking a look though the main script and it looks really go= od.. > >Soon there will be no need for anybody to actually touch the code itse= lf. > >By > >the way very impressive accomplishment.. > > > >Is there still a need for resource management.. > >Also if you are interested, plib has a portable clock library.. in the= UL > >library.. > >After taking a closer look I am not sure what is going on on my machin= e, > >its > >animation is slow but I don't think that is a framerate problem.. > > > >Ben > > > >On September 16, 2002 05:23 pm, Luke Carpenter wrote: > > > I agree that the sg isn't the candidate for a script interface, I u= sed > > > >it > > > > > as a genie pig for making an lua interface. As for signals and slot= s > > > I'm not to familiar with. I'll do alittle research if you want. > > > > > > Luke > > > > > > > > > From: "Ben Woodhead" <za...@ec...> > > > > > > >Reply-To: emo...@li... > > > >To: <emo...@li...> > > > >Subject: Re: [Emotion-devel] (no subject) > > > >Date: Sun, 15 Sep 2002 21:08:47 -0300 > > > > > > > >Sounds good.. I am debating if sg functions are a good idea is a > > > >scripting > > > > > >language. You have to think that the people using the scripting > > > >language > > > > > >are > > > >more then likely not the programmer, also lua is a lot slower then= c. > > > >Good > > > > > >work though, I am excited to see what you have done.. I noticed a = few > > > >bugs > > > > > >that I have not had much time to trace, as I really have been look= ing > > > >at > > > > > >how > > > >to implement resource management and signals and slots (libSig++, > > > > looks like > > > >the sollution). One thing are the scripts still seperate.. And do = you > > > >have > > > > > >complete control over the world.. I really have to look at this, > > > > sounds really good so far, I am not at work so I can't really che= ck > > > > now but tomorrow morning I will .. > > > >By the way what do you think about lua. Also do you have any desig= n > > > >ideas > > > > > >regarding resource management and/or signals and slots. Resources = and > > > > a world seem to conflict but maybe not.. Perhaps I should do more= in > > > > the resource manager and less in the level loader, with signals a= nd > > > > slots > > > >in > > > > > >the > > > >world. I am a bit at a loss as to what to do with this.. I guess I > > > > will just > > > >write something and if it really sucks then I will not use it.. > > > > > > > >Later, Ben > > > > > > > >----- Original Message ----- > > > > > > From: "Luke Carpenter" <luk...@ho...> > > > > > > >To: <Emo...@li...> > > > >Sent: Sunday, September 15, 2002 4:21 PM > > > >Subject: [Emotion-devel] (no subject) > > > > > > > > > Hey ben > > > > > > > > > > I made major structural changes to emotion's script engine. The= re > > > > > is now only one luaState for the whole game engine that is mana= ged > > > > > by a script kernel class instead of a luaState for each script > > > > > class. I also > > > > > > > >created > > > >a > > > > > > > > > few script interface, some that are automatically loaded and ot= hers > > > > > that > > > > > > > >can > > > > > > > > > optionally be loaded with a call to a create interface function= in > > > > > a > > > > > > > >startup > > > > > > > > > script. There is a world script interface that allows access to= the > > > > > > > >worlds > > > > > > > > > data (ie. sprites, objects and levels.) I created an sg script > > > > > interface that allows access to the sg's matrix and vector > > > > > function. There are a > > > > > > > >few > > > > > > > > > more small interfaces and there is room for many more. > > > > > > > > > > later-luke > > > > > > > > > > _______________________________________________________________= __ > > > > > Chat with friends online, try MSN Messenger: > > > >http://messenger.msn.com > > > > > > > ------------------------------------------------------- > > > > > This sf.net email is sponsored by:ThinkGeek > > > > > Welcome to geek heaven. > > > > > http://thinkgeek.com/sf > > > > > _______________________________________________ > > > > > Emotion-devel mailing list > > > > > Emo...@li... > > > > > https://lists.sourceforge.net/lists/listinfo/emotion-devel > > > > > > > >------------------------------------------------------- > > > >This sf.net email is sponsored by:ThinkGeek > > > >Welcome to geek heaven. > > > >http://thinkgeek.com/sf > > > >_______________________________________________ > > > >Emotion-devel mailing list > > > >Emo...@li... > > > >https://lists.sourceforge.net/lists/listinfo/emotion-devel > > > > > > _________________________________________________________________ > > > Chat with friends online, try MSN Messenger: http://messenger.msn.c= om > > > > > > > > > > > > ------------------------------------------------------- > > > This sf.net email is sponsored by:ThinkGeek > > > Welcome to geek heaven. > > > http://thinkgeek.com/sf > > > _______________________________________________ > > > Emotion-devel mailing list > > > Emo...@li... > > > https://lists.sourceforge.net/lists/listinfo/emotion-devel > > > >------------------------------------------------------- > >Sponsored by: AMD - Your access to the experts on Hammer Technology! > >Open Source & Linux Developers, register now for the AMD Developer > >Symposium. Code: EX8664 http://www.developwithamd.com/developerlab > >_______________________________________________ > >Emotion-devel mailing list > >Emo...@li... > >https://lists.sourceforge.net/lists/listinfo/emotion-devel > > _________________________________________________________________ > Join the world=92s largest e-mail service with MSN Hotmail. > http://www.hotmail.com > > > > ------------------------------------------------------- > Sponsored by: AMD - Your access to the experts on Hammer Technology! > Open Source & Linux Developers, register now for the AMD Developer > Symposium. Code: EX8664 http://www.developwithamd.com/developerlab > _______________________________________________ > Emotion-devel mailing list > Emo...@li... > https://lists.sourceforge.net/lists/listinfo/emotion-devel |
From: Ben W. <be...@ec...> - 2002-09-17 15:58:31
|
Yes, I agree with you with optimization, I would rather see the engine=20 complited and then optimize the 1% that actually needs it.. Design is the= =20 best optimization.=20 But that does not seem to be the problem.. It looks more like to timer is= not=20 working well in linux for the animation. If possible can you put somethin= g in=20 that could display the frames per second..=20 Thanks Ben On September 17, 2002 12:44 pm, Luke Carpenter wrote: > Hey Ben, > > I'm glad you like my changes, as you can see the interfaces are incompl= ete > but functional. > > I really haven't noticed a significant speed problem on my machine. Its= so > hard making a game engine that is optimized on the initial development > since there can be a bottle neck in single part that is slowing down th= e > whole thing and its not obvious. My theory is make a completed engine t= hat > works then start an iteration of find the biggest bottle neck in the > system, optimize it find the next bottle neck, optimize it, ect... Unti= l it > is at the performance you want. Because I have gotten lost trying to > optimize a section before its completed and I windup with a partially > completed section that's extremely optimized. > > later-luke > > > From: Ben Woodhead <be...@ec...> > > >Reply-To: emo...@li... > >To: emo...@li... > >Subject: [Emotion-devel] Main script > >Date: Tue, 17 Sep 2002 11:04:50 -0300 > > > >Hello.. > > > >I was just taking a look though the main script and it looks really go= od.. > >Soon there will be no need for anybody to actually touch the code itse= lf. > >By > >the way very impressive accomplishment.. > > > >Is there still a need for resource management.. > >Also if you are interested, plib has a portable clock library.. in the= UL > >library.. > >After taking a closer look I am not sure what is going on on my machin= e, > >its > >animation is slow but I don't think that is a framerate problem.. > > > >Ben > > > >On September 16, 2002 05:23 pm, Luke Carpenter wrote: > > > I agree that the sg isn't the candidate for a script interface, I u= sed > > > >it > > > > > as a genie pig for making an lua interface. As for signals and slot= s > > > I'm not to familiar with. I'll do alittle research if you want. > > > > > > Luke > > > > > > > > > From: "Ben Woodhead" <za...@ec...> > > > > > > >Reply-To: emo...@li... > > > >To: <emo...@li...> > > > >Subject: Re: [Emotion-devel] (no subject) > > > >Date: Sun, 15 Sep 2002 21:08:47 -0300 > > > > > > > >Sounds good.. I am debating if sg functions are a good idea is a > > > >scripting > > > > > >language. You have to think that the people using the scripting > > > >language > > > > > >are > > > >more then likely not the programmer, also lua is a lot slower then= c. > > > >Good > > > > > >work though, I am excited to see what you have done.. I noticed a = few > > > >bugs > > > > > >that I have not had much time to trace, as I really have been look= ing > > > >at > > > > > >how > > > >to implement resource management and signals and slots (libSig++, > > > > looks like > > > >the sollution). One thing are the scripts still seperate.. And do = you > > > >have > > > > > >complete control over the world.. I really have to look at this, > > > > sounds really good so far, I am not at work so I can't really che= ck > > > > now but tomorrow morning I will .. > > > >By the way what do you think about lua. Also do you have any desig= n > > > >ideas > > > > > >regarding resource management and/or signals and slots. Resources = and > > > > a world seem to conflict but maybe not.. Perhaps I should do more= in > > > > the resource manager and less in the level loader, with signals a= nd > > > > slots > > > >in > > > > > >the > > > >world. I am a bit at a loss as to what to do with this.. I guess I > > > > will just > > > >write something and if it really sucks then I will not use it.. > > > > > > > >Later, Ben > > > > > > > >----- Original Message ----- > > > > > > From: "Luke Carpenter" <luk...@ho...> > > > > > > >To: <Emo...@li...> > > > >Sent: Sunday, September 15, 2002 4:21 PM > > > >Subject: [Emotion-devel] (no subject) > > > > > > > > > Hey ben > > > > > > > > > > I made major structural changes to emotion's script engine. The= re > > > > > is now only one luaState for the whole game engine that is mana= ged > > > > > by a script kernel class instead of a luaState for each script > > > > > class. I also > > > > > > > >created > > > >a > > > > > > > > > few script interface, some that are automatically loaded and ot= hers > > > > > that > > > > > > > >can > > > > > > > > > optionally be loaded with a call to a create interface function= in > > > > > a > > > > > > > >startup > > > > > > > > > script. There is a world script interface that allows access to= the > > > > > > > >worlds > > > > > > > > > data (ie. sprites, objects and levels.) I created an sg script > > > > > interface that allows access to the sg's matrix and vector > > > > > function. There are a > > > > > > > >few > > > > > > > > > more small interfaces and there is room for many more. > > > > > > > > > > later-luke > > > > > > > > > > _______________________________________________________________= __ > > > > > Chat with friends online, try MSN Messenger: > > > >http://messenger.msn.com > > > > > > > ------------------------------------------------------- > > > > > This sf.net email is sponsored by:ThinkGeek > > > > > Welcome to geek heaven. > > > > > http://thinkgeek.com/sf > > > > > _______________________________________________ > > > > > Emotion-devel mailing list > > > > > Emo...@li... > > > > > https://lists.sourceforge.net/lists/listinfo/emotion-devel > > > > > > > >------------------------------------------------------- > > > >This sf.net email is sponsored by:ThinkGeek > > > >Welcome to geek heaven. > > > >http://thinkgeek.com/sf > > > >_______________________________________________ > > > >Emotion-devel mailing list > > > >Emo...@li... > > > >https://lists.sourceforge.net/lists/listinfo/emotion-devel > > > > > > _________________________________________________________________ > > > Chat with friends online, try MSN Messenger: http://messenger.msn.c= om > > > > > > > > > > > > ------------------------------------------------------- > > > This sf.net email is sponsored by:ThinkGeek > > > Welcome to geek heaven. > > > http://thinkgeek.com/sf > > > _______________________________________________ > > > Emotion-devel mailing list > > > Emo...@li... > > > https://lists.sourceforge.net/lists/listinfo/emotion-devel > > > >------------------------------------------------------- > >Sponsored by: AMD - Your access to the experts on Hammer Technology! > >Open Source & Linux Developers, register now for the AMD Developer > >Symposium. Code: EX8664 http://www.developwithamd.com/developerlab > >_______________________________________________ > >Emotion-devel mailing list > >Emo...@li... > >https://lists.sourceforge.net/lists/listinfo/emotion-devel > > _________________________________________________________________ > Join the world=92s largest e-mail service with MSN Hotmail. > http://www.hotmail.com > > > > ------------------------------------------------------- > Sponsored by: AMD - Your access to the experts on Hammer Technology! > Open Source & Linux Developers, register now for the AMD Developer > Symposium. Code: EX8664 http://www.developwithamd.com/developerlab > _______________________________________________ > Emotion-devel mailing list > Emo...@li... > https://lists.sourceforge.net/lists/listinfo/emotion-devel |
From: Luke C. <luk...@ho...> - 2002-09-17 15:44:39
|
Hey Ben, I'm glad you like my changes, as you can see the interfaces are incomplete but functional. I really haven't noticed a significant speed problem on my machine. Its so hard making a game engine that is optimized on the initial development since there can be a bottle neck in single part that is slowing down the whole thing and its not obvious. My theory is make a completed engine that works then start an iteration of find the biggest bottle neck in the system, optimize it find the next bottle neck, optimize it, ect... Until it is at the performance you want. Because I have gotten lost trying to optimize a section before its completed and I windup with a partially completed section that's extremely optimized. later-luke >From: Ben Woodhead <be...@ec...> >Reply-To: emo...@li... >To: emo...@li... >Subject: [Emotion-devel] Main script >Date: Tue, 17 Sep 2002 11:04:50 -0300 > >Hello.. > >I was just taking a look though the main script and it looks really good.. >Soon there will be no need for anybody to actually touch the code itself. >By >the way very impressive accomplishment.. > >Is there still a need for resource management.. >Also if you are interested, plib has a portable clock library.. in the UL >library.. >After taking a closer look I am not sure what is going on on my machine, >its >animation is slow but I don't think that is a framerate problem.. > >Ben > >On September 16, 2002 05:23 pm, Luke Carpenter wrote: > > I agree that the sg isn't the candidate for a script interface, I used >it > > as a genie pig for making an lua interface. As for signals and slots I'm > > not to familiar with. I'll do alittle research if you want. > > > > Luke > > > > > > From: "Ben Woodhead" <za...@ec...> > > > > >Reply-To: emo...@li... > > >To: <emo...@li...> > > >Subject: Re: [Emotion-devel] (no subject) > > >Date: Sun, 15 Sep 2002 21:08:47 -0300 > > > > > >Sounds good.. I am debating if sg functions are a good idea is a >scripting > > >language. You have to think that the people using the scripting >language > > >are > > >more then likely not the programmer, also lua is a lot slower then c. >Good > > >work though, I am excited to see what you have done.. I noticed a few >bugs > > >that I have not had much time to trace, as I really have been looking >at > > >how > > >to implement resource management and signals and slots (libSig++, looks > > >like > > >the sollution). One thing are the scripts still seperate.. And do you >have > > >complete control over the world.. I really have to look at this, sounds > > >really good so far, I am not at work so I can't really check now but > > >tomorrow morning I will .. > > >By the way what do you think about lua. Also do you have any design >ideas > > >regarding resource management and/or signals and slots. Resources and a > > >world seem to conflict but maybe not.. Perhaps I should do more in the > > >resource manager and less in the level loader, with signals and slots >in > > >the > > >world. I am a bit at a loss as to what to do with this.. I guess I will > > >just > > >write something and if it really sucks then I will not use it.. > > > > > >Later, Ben > > > > > >----- Original Message ----- > > > > From: "Luke Carpenter" <luk...@ho...> > > > > >To: <Emo...@li...> > > >Sent: Sunday, September 15, 2002 4:21 PM > > >Subject: [Emotion-devel] (no subject) > > > > > > > Hey ben > > > > > > > > I made major structural changes to emotion's script engine. There is > > > > now only one luaState for the whole game engine that is managed by a > > > > script kernel class instead of a luaState for each script class. I > > > > also > > > > > >created > > >a > > > > > > > few script interface, some that are automatically loaded and others > > > > that > > > > > >can > > > > > > > optionally be loaded with a call to a create interface function in a > > > > > >startup > > > > > > > script. There is a world script interface that allows access to the > > > > > >worlds > > > > > > > data (ie. sprites, objects and levels.) I created an sg script > > > > interface that allows access to the sg's matrix and vector function. > > > > There are a > > > > > >few > > > > > > > more small interfaces and there is room for many more. > > > > > > > > later-luke > > > > > > > > _________________________________________________________________ > > > > Chat with friends online, try MSN Messenger: >http://messenger.msn.com > > > > > > > > > > > > > > > > ------------------------------------------------------- > > > > This sf.net email is sponsored by:ThinkGeek > > > > Welcome to geek heaven. > > > > http://thinkgeek.com/sf > > > > _______________________________________________ > > > > Emotion-devel mailing list > > > > Emo...@li... > > > > https://lists.sourceforge.net/lists/listinfo/emotion-devel > > > > > >------------------------------------------------------- > > >This sf.net email is sponsored by:ThinkGeek > > >Welcome to geek heaven. > > >http://thinkgeek.com/sf > > >_______________________________________________ > > >Emotion-devel mailing list > > >Emo...@li... > > >https://lists.sourceforge.net/lists/listinfo/emotion-devel > > > > _________________________________________________________________ > > Chat with friends online, try MSN Messenger: http://messenger.msn.com > > > > > > > > ------------------------------------------------------- > > This sf.net email is sponsored by:ThinkGeek > > Welcome to geek heaven. > > http://thinkgeek.com/sf > > _______________________________________________ > > Emotion-devel mailing list > > Emo...@li... > > https://lists.sourceforge.net/lists/listinfo/emotion-devel > > > >------------------------------------------------------- >Sponsored by: AMD - Your access to the experts on Hammer Technology! >Open Source & Linux Developers, register now for the AMD Developer >Symposium. Code: EX8664 http://www.developwithamd.com/developerlab >_______________________________________________ >Emotion-devel mailing list >Emo...@li... >https://lists.sourceforge.net/lists/listinfo/emotion-devel _________________________________________________________________ Join the worlds largest e-mail service with MSN Hotmail. http://www.hotmail.com |
From: Ben W. <be...@ec...> - 2002-09-17 14:09:55
|
Hello..=20 I was just taking a look though the main script and it looks really good.= =2E=20 Soon there will be no need for anybody to actually touch the code itself.= By=20 the way very impressive accomplishment..=20 Is there still a need for resource management..=20 Also if you are interested, plib has a portable clock library.. in the UL= =20 library..=20 After taking a closer look I am not sure what is going on on my machine, = its=20 animation is slow but I don't think that is a framerate problem.. Ben On September 16, 2002 05:23 pm, Luke Carpenter wrote: > I agree that the sg isn't the candidate for a script interface, I used = it > as a genie pig for making an lua interface. As for signals and slots I'= m > not to familiar with. I'll do alittle research if you want. > > Luke > > > From: "Ben Woodhead" <za...@ec...> > > >Reply-To: emo...@li... > >To: <emo...@li...> > >Subject: Re: [Emotion-devel] (no subject) > >Date: Sun, 15 Sep 2002 21:08:47 -0300 > > > >Sounds good.. I am debating if sg functions are a good idea is a scrip= ting > >language. You have to think that the people using the scripting langua= ge > >are > >more then likely not the programmer, also lua is a lot slower then c. = Good > >work though, I am excited to see what you have done.. I noticed a few = bugs > >that I have not had much time to trace, as I really have been looking = at > >how > >to implement resource management and signals and slots (libSig++, look= s > >like > >the sollution). One thing are the scripts still seperate.. And do you = have > >complete control over the world.. I really have to look at this, sound= s > >really good so far, I am not at work so I can't really check now but > >tomorrow morning I will .. > >By the way what do you think about lua. Also do you have any design id= eas > >regarding resource management and/or signals and slots. Resources and = a > >world seem to conflict but maybe not.. Perhaps I should do more in the > >resource manager and less in the level loader, with signals and slots = in > >the > >world. I am a bit at a loss as to what to do with this.. I guess I wil= l > >just > >write something and if it really sucks then I will not use it.. > > > >Later, Ben > > > >----- Original Message ----- > > From: "Luke Carpenter" <luk...@ho...> > > >To: <Emo...@li...> > >Sent: Sunday, September 15, 2002 4:21 PM > >Subject: [Emotion-devel] (no subject) > > > > > Hey ben > > > > > > I made major structural changes to emotion's script engine. There i= s > > > now only one luaState for the whole game engine that is managed by = a > > > script kernel class instead of a luaState for each script class. I > > > also > > > >created > >a > > > > > few script interface, some that are automatically loaded and others > > > that > > > >can > > > > > optionally be loaded with a call to a create interface function in = a > > > >startup > > > > > script. There is a world script interface that allows access to the > > > >worlds > > > > > data (ie. sprites, objects and levels.) I created an sg script > > > interface that allows access to the sg's matrix and vector function= =2E > > > There are a > > > >few > > > > > more small interfaces and there is room for many more. > > > > > > later-luke > > > > > > _________________________________________________________________ > > > Chat with friends online, try MSN Messenger: http://messenger.msn.c= om > > > > > > > > > > > > ------------------------------------------------------- > > > This sf.net email is sponsored by:ThinkGeek > > > Welcome to geek heaven. > > > http://thinkgeek.com/sf > > > _______________________________________________ > > > Emotion-devel mailing list > > > Emo...@li... > > > https://lists.sourceforge.net/lists/listinfo/emotion-devel > > > >------------------------------------------------------- > >This sf.net email is sponsored by:ThinkGeek > >Welcome to geek heaven. > >http://thinkgeek.com/sf > >_______________________________________________ > >Emotion-devel mailing list > >Emo...@li... > >https://lists.sourceforge.net/lists/listinfo/emotion-devel > > _________________________________________________________________ > Chat with friends online, try MSN Messenger: http://messenger.msn.com > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Emotion-devel mailing list > Emo...@li... > https://lists.sourceforge.net/lists/listinfo/emotion-devel |
From: Ben W. <be...@ec...> - 2002-09-17 13:55:05
|
Hello luke.. I was wondering if you find that emotion runs quite slow.. I was starting= to=20 think that the game timer may not be correct for linux. Does everything r= un=20 well for you..=20 Nice little demo..=20 Ben |
From: Ben W. <za...@ec...> - 2002-09-17 03:52:41
|
Hello Luke Don't worry about code cleanup before it goes into cvs.. That is what its there for.. Also it makes it difficult to keep everything consistent. The idea is check in early and often. If I can't compile I can still work on it until its resolved. Also it may be a good idea to put the design charts and docs into cvs.. Ben ps. When you check code in, if its needs alot of work or anything like that just send me a message letting me know what files need work.. Also, I am not sure if you are aware but with cvs you can go back to any checked in version of a file and cvs can help find bugs you have introducted by being able to run cvs diff against any version checked into cvs. I use cvs like the save button, if I complete a function and I am able to compile its going into cvs, just incase something terrible happens to the file. ----- Original Message ----- From: "Luke Carpenter" <luk...@ho...> To: <emo...@li...> Sent: Monday, September 16, 2002 5:17 PM Subject: Re: [Emotion-devel] (no subject) > Hey ben, > > No I haven't checked in yet because I have to clean up some code. But I have > been trying to pull a design together that would be a good structure for a > game engine and I think I have finally got one. Are you familiar with UML > because I can put together a design so you can look it over and tell me what > you think. > > later-luke. > > > >From: Ben Woodhead <be...@ec...> > >Reply-To: emo...@li... > >To: emo...@li... > >Subject: Re: [Emotion-devel] (no subject) > >Date: Mon, 16 Sep 2002 09:11:53 -0300 > > > >Hello Luke > > > >Did you check in any of your code yet.. > > > >Thanks Ben > > > >On September 15, 2002 04:21 pm, Luke Carpenter wrote: > > > Hey ben > > > > > > I made major structural changes to emotion's script engine. There is now > > > only one luaState for the whole game engine that is managed by a script > > > kernel class instead of a luaState for each script class. I also > >created a > > > few script interface, some that are automatically loaded and others that > > > can optionally be loaded with a call to a create interface function in a > > > startup script. There is a world script interface that allows access to > >the > > > worlds data (ie. sprites, objects and levels.) I created an sg script > > > interface that allows access to the sg's matrix and vector function. > >There > > > are a few more small interfaces and there is room for many more. > > > > > > later-luke > > > > > > _________________________________________________________________ > > > Chat with friends online, try MSN Messenger: http://messenger.msn.com > > > > > > > > > > > > ------------------------------------------------------- > > > This sf.net email is sponsored by:ThinkGeek > > > Welcome to geek heaven. > > > http://thinkgeek.com/sf > > > _______________________________________________ > > > Emotion-devel mailing list > > > Emo...@li... > > > https://lists.sourceforge.net/lists/listinfo/emotion-devel > > > > > > > >------------------------------------------------------- > >This sf.net email is sponsored by:ThinkGeek > >Welcome to geek heaven. > >http://thinkgeek.com/sf > >_______________________________________________ > >Emotion-devel mailing list > >Emo...@li... > >https://lists.sourceforge.net/lists/listinfo/emotion-devel > > > > > _________________________________________________________________ > Chat with friends online, try MSN Messenger: http://messenger.msn.com > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Emotion-devel mailing list > Emo...@li... > https://lists.sourceforge.net/lists/listinfo/emotion-devel > |
From: Ben W. <za...@ec...> - 2002-09-17 03:41:46
|
Hello Well you are getting the right idea regarding Signals and Slots. Its really used alot in gui programming. Basically what they are a typesafe callback.The nice thing about it is that not only can you setup callbacks but you can callback to more then one function and pass data (if I remember correctly). QT and libraries like that do use a preprocessor to do the work, but libS++ does not, or at least its not one that you have to be aware of to use. So were does this become useful, mostly events. Ie, if you can tie the collition detection with each object then when 2 object collide you get signals to both objects saying collition. The one thing that helps is that the event has to no nothing about the implementation, like in gui programming the button has to know nothing about the implementation. I am really not good at explaining them in a useful fation for games, so check out this link. http://dark.x.dtu.dk/~sphair/cvs/Libs/ClanLib-0.7/Documentation/Overview/sig nals.html Ben ----- Original Message ----- From: "Luke Carpenter" <luk...@ho...> To: <emo...@li...> Sent: Monday, September 16, 2002 6:26 PM Subject: [Emotion-devel] Resource Management and Signals and slots > Hey ben, > > With Resource Management: if all you are referring to is supplying a handel > to data rather then a full time reference to a pointer then that is very > simple, but its a fair amount of code. If you a referring to a more complex > issue then I would have to get more details. > > With signals and slots: after doing a little research I found that I am > familiar with signals and slots, just not the term. A signal is an object > that produces a side effect under a certain condition, and a slot is a way > to hook a action to that signal through a preprocessor marco. > > It really isn't all that great, MFC (Microsoft Foundation Classes, a windows > library) uses signals and slots to map window messages to actions. What > type of implementation do you have in mind, I certain that we can come up > with a decent resolution. > > Luke. > > >From: "Luke Carpenter" <luk...@ho...> > >Reply-To: emo...@li... > >To: emo...@li... > >Subject: Re: [Emotion-devel] (no subject) > >Date: Mon, 16 Sep 2002 16:23:48 -0400 > > > >I agree that the sg isn't the candidate for a script interface, I used it > >as a genie pig for making an lua interface. As for signals and slots I'm > >not to familiar with. I'll do alittle research if you want. > > > >Luke > > > > > >>From: "Ben Woodhead" <za...@ec...> > >>Reply-To: emo...@li... > >>To: <emo...@li...> > >>Subject: Re: [Emotion-devel] (no subject) > >>Date: Sun, 15 Sep 2002 21:08:47 -0300 > >> > >>Sounds good.. I am debating if sg functions are a good idea is a scripting > >>language. You have to think that the people using the scripting language > >>are > >>more then likely not the programmer, also lua is a lot slower then c. Good > >>work though, I am excited to see what you have done.. I noticed a few bugs > >>that I have not had much time to trace, as I really have been looking at > >>how > >>to implement resource management and signals and slots (libSig++, looks > >>like > >>the sollution). One thing are the scripts still seperate.. And do you have > >>complete control over the world.. I really have to look at this, sounds > >>really good so far, I am not at work so I can't really check now but > >>tomorrow morning I will .. > >>By the way what do you think about lua. Also do you have any design ideas > >>regarding resource management and/or signals and slots. Resources and a > >>world seem to conflict but maybe not.. Perhaps I should do more in the > >>resource manager and less in the level loader, with signals and slots in > >>the > >>world. I am a bit at a loss as to what to do with this.. I guess I will > >>just > >>write something and if it really sucks then I will not use it.. > >> > >>Later, Ben > >> > >>----- Original Message ----- > >>From: "Luke Carpenter" <luk...@ho...> > >>To: <Emo...@li...> > >>Sent: Sunday, September 15, 2002 4:21 PM > >>Subject: [Emotion-devel] (no subject) > >> > >> > >> > Hey ben > >> > > >> > I made major structural changes to emotion's script engine. There is > >>now > >> > only one luaState for the whole game engine that is managed by a script > >> > kernel class instead of a luaState for each script class. I also > >>created > >>a > >> > few script interface, some that are automatically loaded and others > >>that > >>can > >> > optionally be loaded with a call to a create interface function in a > >>startup > >> > script. There is a world script interface that allows access to the > >>worlds > >> > data (ie. sprites, objects and levels.) I created an sg script > >>interface > >> > that allows access to the sg's matrix and vector function. There are a > >>few > >> > more small interfaces and there is room for many more. > >> > > >> > later-luke > >> > > >> > _________________________________________________________________ > >> > Chat with friends online, try MSN Messenger: http://messenger.msn.com > >> > > >> > > >> > > >> > ------------------------------------------------------- > >> > This sf.net email is sponsored by:ThinkGeek > >> > Welcome to geek heaven. > >> > http://thinkgeek.com/sf > >> > _______________________________________________ > >> > Emotion-devel mailing list > >> > Emo...@li... > >> > https://lists.sourceforge.net/lists/listinfo/emotion-devel > >> > > >> > >> > >> > >>------------------------------------------------------- > >>This sf.net email is sponsored by:ThinkGeek > >>Welcome to geek heaven. > >>http://thinkgeek.com/sf > >>_______________________________________________ > >>Emotion-devel mailing list > >>Emo...@li... > >>https://lists.sourceforge.net/lists/listinfo/emotion-devel > > > > > > > > > >_________________________________________________________________ > >Chat with friends online, try MSN Messenger: http://messenger.msn.com > > > > > > > >------------------------------------------------------- > >This sf.net email is sponsored by:ThinkGeek > >Welcome to geek heaven. > >http://thinkgeek.com/sf > >_______________________________________________ > >Emotion-devel mailing list > >Emo...@li... > >https://lists.sourceforge.net/lists/listinfo/emotion-devel > > > > > _________________________________________________________________ > Chat with friends online, try MSN Messenger: http://messenger.msn.com > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Emotion-devel mailing list > Emo...@li... > https://lists.sourceforge.net/lists/listinfo/emotion-devel > |
From: Ben W. <za...@ec...> - 2002-09-17 03:26:40
|
Hello, Ya, I do know UML charts, if you have one I would love to see it.. Ben ----- Original Message ----- From: "Luke Carpenter" <luk...@ho...> To: <emo...@li...> Sent: Monday, September 16, 2002 5:17 PM Subject: Re: [Emotion-devel] (no subject) > Hey ben, > > No I haven't checked in yet because I have to clean up some code. But I have > been trying to pull a design together that would be a good structure for a > game engine and I think I have finally got one. Are you familiar with UML > because I can put together a design so you can look it over and tell me what > you think. > > later-luke. > > > >From: Ben Woodhead <be...@ec...> > >Reply-To: emo...@li... > >To: emo...@li... > >Subject: Re: [Emotion-devel] (no subject) > >Date: Mon, 16 Sep 2002 09:11:53 -0300 > > > >Hello Luke > > > >Did you check in any of your code yet.. > > > >Thanks Ben > > > >On September 15, 2002 04:21 pm, Luke Carpenter wrote: > > > Hey ben > > > > > > I made major structural changes to emotion's script engine. There is now > > > only one luaState for the whole game engine that is managed by a script > > > kernel class instead of a luaState for each script class. I also > >created a > > > few script interface, some that are automatically loaded and others that > > > can optionally be loaded with a call to a create interface function in a > > > startup script. There is a world script interface that allows access to > >the > > > worlds data (ie. sprites, objects and levels.) I created an sg script > > > interface that allows access to the sg's matrix and vector function. > >There > > > are a few more small interfaces and there is room for many more. > > > > > > later-luke > > > > > > _________________________________________________________________ > > > Chat with friends online, try MSN Messenger: http://messenger.msn.com > > > > > > > > > > > > ------------------------------------------------------- > > > This sf.net email is sponsored by:ThinkGeek > > > Welcome to geek heaven. > > > http://thinkgeek.com/sf > > > _______________________________________________ > > > Emotion-devel mailing list > > > Emo...@li... > > > https://lists.sourceforge.net/lists/listinfo/emotion-devel > > > > > > > >------------------------------------------------------- > >This sf.net email is sponsored by:ThinkGeek > >Welcome to geek heaven. > >http://thinkgeek.com/sf > >_______________________________________________ > >Emotion-devel mailing list > >Emo...@li... > >https://lists.sourceforge.net/lists/listinfo/emotion-devel > > > > > _________________________________________________________________ > Chat with friends online, try MSN Messenger: http://messenger.msn.com > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Emotion-devel mailing list > Emo...@li... > https://lists.sourceforge.net/lists/listinfo/emotion-devel > |
From: Luke C. <luk...@ho...> - 2002-09-16 21:26:50
|
Hey ben, With Resource Management: if all you are referring to is supplying a handel to data rather then a full time reference to a pointer then that is very simple, but its a fair amount of code. If you a referring to a more complex issue then I would have to get more details. With signals and slots: after doing a little research I found that I am familiar with signals and slots, just not the term. A signal is an object that produces a side effect under a certain condition, and a slot is a way to hook a action to that signal through a preprocessor marco. It really isn't all that great, MFC (Microsoft Foundation Classes, a windows library) uses signals and slots to map window messages to actions. What type of implementation do you have in mind, I certain that we can come up with a decent resolution. Luke. >From: "Luke Carpenter" <luk...@ho...> >Reply-To: emo...@li... >To: emo...@li... >Subject: Re: [Emotion-devel] (no subject) >Date: Mon, 16 Sep 2002 16:23:48 -0400 > >I agree that the sg isn't the candidate for a script interface, I used it >as a genie pig for making an lua interface. As for signals and slots I'm >not to familiar with. I'll do alittle research if you want. > >Luke > > >>From: "Ben Woodhead" <za...@ec...> >>Reply-To: emo...@li... >>To: <emo...@li...> >>Subject: Re: [Emotion-devel] (no subject) >>Date: Sun, 15 Sep 2002 21:08:47 -0300 >> >>Sounds good.. I am debating if sg functions are a good idea is a scripting >>language. You have to think that the people using the scripting language >>are >>more then likely not the programmer, also lua is a lot slower then c. Good >>work though, I am excited to see what you have done.. I noticed a few bugs >>that I have not had much time to trace, as I really have been looking at >>how >>to implement resource management and signals and slots (libSig++, looks >>like >>the sollution). One thing are the scripts still seperate.. And do you have >>complete control over the world.. I really have to look at this, sounds >>really good so far, I am not at work so I can't really check now but >>tomorrow morning I will .. >>By the way what do you think about lua. Also do you have any design ideas >>regarding resource management and/or signals and slots. Resources and a >>world seem to conflict but maybe not.. Perhaps I should do more in the >>resource manager and less in the level loader, with signals and slots in >>the >>world. I am a bit at a loss as to what to do with this.. I guess I will >>just >>write something and if it really sucks then I will not use it.. >> >>Later, Ben >> >>----- Original Message ----- >>From: "Luke Carpenter" <luk...@ho...> >>To: <Emo...@li...> >>Sent: Sunday, September 15, 2002 4:21 PM >>Subject: [Emotion-devel] (no subject) >> >> >> > Hey ben >> > >> > I made major structural changes to emotion's script engine. There is >>now >> > only one luaState for the whole game engine that is managed by a script >> > kernel class instead of a luaState for each script class. I also >>created >>a >> > few script interface, some that are automatically loaded and others >>that >>can >> > optionally be loaded with a call to a create interface function in a >>startup >> > script. There is a world script interface that allows access to the >>worlds >> > data (ie. sprites, objects and levels.) I created an sg script >>interface >> > that allows access to the sg's matrix and vector function. There are a >>few >> > more small interfaces and there is room for many more. >> > >> > later-luke >> > >> > _________________________________________________________________ >> > Chat with friends online, try MSN Messenger: http://messenger.msn.com >> > >> > >> > >> > ------------------------------------------------------- >> > This sf.net email is sponsored by:ThinkGeek >> > Welcome to geek heaven. >> > http://thinkgeek.com/sf >> > _______________________________________________ >> > Emotion-devel mailing list >> > Emo...@li... >> > https://lists.sourceforge.net/lists/listinfo/emotion-devel >> > >> >> >> >>------------------------------------------------------- >>This sf.net email is sponsored by:ThinkGeek >>Welcome to geek heaven. >>http://thinkgeek.com/sf >>_______________________________________________ >>Emotion-devel mailing list >>Emo...@li... >>https://lists.sourceforge.net/lists/listinfo/emotion-devel > > > > >_________________________________________________________________ >Chat with friends online, try MSN Messenger: http://messenger.msn.com > > > >------------------------------------------------------- >This sf.net email is sponsored by:ThinkGeek >Welcome to geek heaven. >http://thinkgeek.com/sf >_______________________________________________ >Emotion-devel mailing list >Emo...@li... >https://lists.sourceforge.net/lists/listinfo/emotion-devel _________________________________________________________________ Chat with friends online, try MSN Messenger: http://messenger.msn.com |
From: Luke C. <luk...@ho...> - 2002-09-16 20:24:13
|
I agree that the sg isn't the candidate for a script interface, I used it as a genie pig for making an lua interface. As for signals and slots I'm not to familiar with. I'll do alittle research if you want. Luke >From: "Ben Woodhead" <za...@ec...> >Reply-To: emo...@li... >To: <emo...@li...> >Subject: Re: [Emotion-devel] (no subject) >Date: Sun, 15 Sep 2002 21:08:47 -0300 > >Sounds good.. I am debating if sg functions are a good idea is a scripting >language. You have to think that the people using the scripting language >are >more then likely not the programmer, also lua is a lot slower then c. Good >work though, I am excited to see what you have done.. I noticed a few bugs >that I have not had much time to trace, as I really have been looking at >how >to implement resource management and signals and slots (libSig++, looks >like >the sollution). One thing are the scripts still seperate.. And do you have >complete control over the world.. I really have to look at this, sounds >really good so far, I am not at work so I can't really check now but >tomorrow morning I will .. >By the way what do you think about lua. Also do you have any design ideas >regarding resource management and/or signals and slots. Resources and a >world seem to conflict but maybe not.. Perhaps I should do more in the >resource manager and less in the level loader, with signals and slots in >the >world. I am a bit at a loss as to what to do with this.. I guess I will >just >write something and if it really sucks then I will not use it.. > >Later, Ben > >----- Original Message ----- >From: "Luke Carpenter" <luk...@ho...> >To: <Emo...@li...> >Sent: Sunday, September 15, 2002 4:21 PM >Subject: [Emotion-devel] (no subject) > > > > Hey ben > > > > I made major structural changes to emotion's script engine. There is now > > only one luaState for the whole game engine that is managed by a script > > kernel class instead of a luaState for each script class. I also >created >a > > few script interface, some that are automatically loaded and others that >can > > optionally be loaded with a call to a create interface function in a >startup > > script. There is a world script interface that allows access to the >worlds > > data (ie. sprites, objects and levels.) I created an sg script interface > > that allows access to the sg's matrix and vector function. There are a >few > > more small interfaces and there is room for many more. > > > > later-luke > > > > _________________________________________________________________ > > Chat with friends online, try MSN Messenger: http://messenger.msn.com > > > > > > > > ------------------------------------------------------- > > This sf.net email is sponsored by:ThinkGeek > > Welcome to geek heaven. > > http://thinkgeek.com/sf > > _______________________________________________ > > Emotion-devel mailing list > > Emo...@li... > > https://lists.sourceforge.net/lists/listinfo/emotion-devel > > > > > >------------------------------------------------------- >This sf.net email is sponsored by:ThinkGeek >Welcome to geek heaven. >http://thinkgeek.com/sf >_______________________________________________ >Emotion-devel mailing list >Emo...@li... >https://lists.sourceforge.net/lists/listinfo/emotion-devel _________________________________________________________________ Chat with friends online, try MSN Messenger: http://messenger.msn.com |
From: Luke C. <luk...@ho...> - 2002-09-16 20:17:52
|
Hey ben, No I haven't checked in yet because I have to clean up some code. But I have been trying to pull a design together that would be a good structure for a game engine and I think I have finally got one. Are you familiar with UML because I can put together a design so you can look it over and tell me what you think. later-luke. >From: Ben Woodhead <be...@ec...> >Reply-To: emo...@li... >To: emo...@li... >Subject: Re: [Emotion-devel] (no subject) >Date: Mon, 16 Sep 2002 09:11:53 -0300 > >Hello Luke > >Did you check in any of your code yet.. > >Thanks Ben > >On September 15, 2002 04:21 pm, Luke Carpenter wrote: > > Hey ben > > > > I made major structural changes to emotion's script engine. There is now > > only one luaState for the whole game engine that is managed by a script > > kernel class instead of a luaState for each script class. I also >created a > > few script interface, some that are automatically loaded and others that > > can optionally be loaded with a call to a create interface function in a > > startup script. There is a world script interface that allows access to >the > > worlds data (ie. sprites, objects and levels.) I created an sg script > > interface that allows access to the sg's matrix and vector function. >There > > are a few more small interfaces and there is room for many more. > > > > later-luke > > > > _________________________________________________________________ > > Chat with friends online, try MSN Messenger: http://messenger.msn.com > > > > > > > > ------------------------------------------------------- > > This sf.net email is sponsored by:ThinkGeek > > Welcome to geek heaven. > > http://thinkgeek.com/sf > > _______________________________________________ > > Emotion-devel mailing list > > Emo...@li... > > https://lists.sourceforge.net/lists/listinfo/emotion-devel > > > >------------------------------------------------------- >This sf.net email is sponsored by:ThinkGeek >Welcome to geek heaven. >http://thinkgeek.com/sf >_______________________________________________ >Emotion-devel mailing list >Emo...@li... >https://lists.sourceforge.net/lists/listinfo/emotion-devel _________________________________________________________________ Chat with friends online, try MSN Messenger: http://messenger.msn.com |
From: Ben W. <be...@ec...> - 2002-09-16 12:16:53
|
Hello Luke=20 Did you check in any of your code yet.. Thanks Ben On September 15, 2002 04:21 pm, Luke Carpenter wrote: > Hey ben > > I made major structural changes to emotion's script engine. There is no= w > only one luaState for the whole game engine that is managed by a script > kernel class instead of a luaState for each script class. I also creat= ed a > few script interface, some that are automatically loaded and others tha= t > can optionally be loaded with a call to a create interface function in = a > startup script. There is a world script interface that allows access to= the > worlds data (ie. sprites, objects and levels.) I created an sg script > interface that allows access to the sg's matrix and vector function. Th= ere > are a few more small interfaces and there is room for many more. > > later-luke > > _________________________________________________________________ > Chat with friends online, try MSN Messenger: http://messenger.msn.com > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Emotion-devel mailing list > Emo...@li... > https://lists.sourceforge.net/lists/listinfo/emotion-devel |
From: Ben W. <za...@ec...> - 2002-09-16 00:08:57
|
Sounds good.. I am debating if sg functions are a good idea is a scripting language. You have to think that the people using the scripting language are more then likely not the programmer, also lua is a lot slower then c. Good work though, I am excited to see what you have done.. I noticed a few bugs that I have not had much time to trace, as I really have been looking at how to implement resource management and signals and slots (libSig++, looks like the sollution). One thing are the scripts still seperate.. And do you have complete control over the world.. I really have to look at this, sounds really good so far, I am not at work so I can't really check now but tomorrow morning I will .. By the way what do you think about lua. Also do you have any design ideas regarding resource management and/or signals and slots. Resources and a world seem to conflict but maybe not.. Perhaps I should do more in the resource manager and less in the level loader, with signals and slots in the world. I am a bit at a loss as to what to do with this.. I guess I will just write something and if it really sucks then I will not use it.. Later, Ben ----- Original Message ----- From: "Luke Carpenter" <luk...@ho...> To: <Emo...@li...> Sent: Sunday, September 15, 2002 4:21 PM Subject: [Emotion-devel] (no subject) > Hey ben > > I made major structural changes to emotion's script engine. There is now > only one luaState for the whole game engine that is managed by a script > kernel class instead of a luaState for each script class. I also created a > few script interface, some that are automatically loaded and others that can > optionally be loaded with a call to a create interface function in a startup > script. There is a world script interface that allows access to the worlds > data (ie. sprites, objects and levels.) I created an sg script interface > that allows access to the sg's matrix and vector function. There are a few > more small interfaces and there is room for many more. > > later-luke > > _________________________________________________________________ > Chat with friends online, try MSN Messenger: http://messenger.msn.com > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Emotion-devel mailing list > Emo...@li... > https://lists.sourceforge.net/lists/listinfo/emotion-devel > |
From: Luke C. <luk...@ho...> - 2002-09-15 19:21:37
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Hey ben I made major structural changes to emotion's script engine. There is now only one luaState for the whole game engine that is managed by a script kernel class instead of a luaState for each script class. I also created a few script interface, some that are automatically loaded and others that can optionally be loaded with a call to a create interface function in a startup script. There is a world script interface that allows access to the worlds data (ie. sprites, objects and levels.) I created an sg script interface that allows access to the sg's matrix and vector function. There are a few more small interfaces and there is room for many more. later-luke _________________________________________________________________ Chat with friends online, try MSN Messenger: http://messenger.msn.com |
From: Ben W. <be...@ec...> - 2002-09-13 14:35:50
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The file is in the main directory called Changelog.. Just put in what eve= r you=20 want.. I have done both, sometimes I put in things that are continued=20 problems and how to resolve them, and other times I just list the feature= and=20 bugs.. Some docs would be good..=20 Later, Ben On September 13, 2002 10:57 am, Luke Carpenter wrote: > Ok great, the animation classes took me about two days part-time but th= e > collection classes, GameTimer and the StringTag were classes that I alr= eady > had. Were do I go to update the Changelog and when I update it do I ju= st > put the added features or do I documentation on how a programmer should > implement it? ,luke > > > From: Ben Woodhead <be...@ec...> > > >Reply-To: emo...@li... > >To: emo...@li... > >Subject: Re: [Emotion-devel] Added animation classes > >Date: Fri, 13 Sep 2002 10:41:30 -0300 > > > >Can you update the Changelog with your work.. I put something in for = but > >nothing serios. > >Ben > > > >On September 13, 2002 10:39 am, Ben Woodhead wrote: > > > Never mind > > > > > > I have the problems resolved and they have been checked back into c= vs.. > > > >You > > > > > may need to change your build file. I removed the collection direct= ory > > > >and > > > > > move the files that were need to the main source directory.. I coul= d > > > not get linux to compile them unless i did that.. > > > I got a chance to see it moving its cute.. Nice work.. > > > > > > Ben > > > > > > > > > ------------------------------------------------------- > > > This sf.net email is sponsored by:ThinkGeek > > > Welcome to geek heaven. > > > http://thinkgeek.com/sf > > > _______________________________________________ > > > Emotion-devel mailing list > > > Emo...@li... > > > https://lists.sourceforge.net/lists/listinfo/emotion-devel > > > >------------------------------------------------------- > >This sf.net email is sponsored by:ThinkGeek > >Welcome to geek heaven. > >http://thinkgeek.com/sf > >_______________________________________________ > >Emotion-devel mailing list > >Emo...@li... > >https://lists.sourceforge.net/lists/listinfo/emotion-devel > > _________________________________________________________________ > MSN Photos is the easiest way to share and print your photos: > http://photos.msn.com/support/worldwide.aspx > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Emotion-devel mailing list > Emo...@li... > https://lists.sourceforge.net/lists/listinfo/emotion-devel |