visgame-develop Mailing List for VisGame
Status: Inactive
Brought to you by:
cip2
You can subscribe to this list here.
| 2005 |
Jan
(3) |
Feb
(5) |
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
|---|
|
From: <vis...@li...> - 2005-02-15 00:02:06
|
> > > I will not work on anything else unless no one else has > > > claimed it by the time I'm done with what I'm doing (stated above). > > > > Admin Cip2 > > I'll take the script engine now. I'll also do a support object that > > will come in handy for adding in our own methods into the script > > engine. > > > Well, I'm done with that...I'll take the Game Engine now. > I'll take the 2D Image class now. |
|
From: <vis...@li...> - 2005-02-14 22:08:16
|
> > I will not work on anything else unless no one else has > > claimed it by the time I'm done with what I'm doing (stated above). > > Admin Cip2 > I'll take the script engine now. I'll also do a support object that > will come in handy for adding in our own methods into the script > engine. > Well, I'm done with that...I'll take the Game Engine now. |
|
From: <vis...@li...> - 2005-02-08 22:22:44
|
> I will not work on anything else unless no one else has > claimed it by the time I'm done with what I'm doing (stated above). Admin Cip2 I'll take the script engine now. I'll also do a support object that will come in handy for adding in our own methods into the script engine. |
|
From: <vis...@li...> - 2005-02-08 04:21:36
|
> Admin Cip2, I will do the DirectX (DX) part of the Graphics, they will > be bare bones for the simple reason to be simple. > ... > I will not work on anything else unless no one else has > claimed it by the time I'm done with what I'm doing (stated above). Admin Cip2, I'm done with what I said I'd do. I'll pick another subjective Wednesday. -- Computer Kid Out |
|
From: <vis...@li...> - 2005-02-05 02:52:33
|
Hello Developers this is your Project Admin Joe "Cip2" here. Cheesy lines...love 'em, hate 'em. TOC (Table of Contents) |Old topics --MS Script Control vs. Our Own Script Control |New topics --Note to C++ programmer(s) --The new plain What will you do? Old topics to cover: MS Script Control vs. Our Own Script Control I have been looking at other projects that use the MS Script control and they all seem fine. So I think it is safe to say that we will be using the MS Script Control and not writing our own, thats a load off the work. A note to the C++ programmer(s): We will be taking it slow for now and because of it I don't see any C++ coding in the near further. Please stay with us as we move at a slower speed. If you need/want to go to another then do so, I'll e-mail you when the time comes. I don't see anyway around creating a C++ resource manager for the compiler to work, I also think the compiler will be mostly done in C++. But that is down the road, as they say. The new plain: Well, I have been talking with one of the Admins from a game development software. Together we think we should taking smaller steps so I am going to list what we need to do here. Summary We are going to build a 2D VBScript driven game engine. After which we will test it over and over trying to do many things. Doing so will help us understand more of the workings of a game. We start out simple and build on that until we have a vary powerful tool set, then we add more and repeat. What needs to be done (Over view) 1) A 2D Image class with a set of basic properties. 2) A Script Engine able to Load and Run a vb script file. 3) Game Engine to control all aspects of the games "in sides." 4) A window (form) to display the game. The Core The "VGPlayer" will be command line driven for now, one vbscript file's path and name will be passed to the project, then the VBPlayer will run a public sub called Main. The VGPlayer will send any input from the Keyboard to the script. (by the forms keydown and keyup events) What needs to be done in detail: 1) The 2D Image class will be derived from one underlining class called cDXImage. The DXImage will load, draw, and return some useful information about the Image. The 2D Image Class cGame_Image will use the cDXImage to load, draw, and return some basic information. On top of that, the cGame_Image will keep track of it's current position, rotation, and other information. 2) The cScript_engine must control the script, load it, and run it. Also be able to pass along the values from the keyboard input and stop the script when desired. 3) The cGame_Engine will consist of one Script Engine and a collection of cGameImage. This will be the core in a way. The Game engine will be able to pass the value from the input into the script engine. It will also be able to stop the script from running when desired. In affect, encapsulating the Script Engines main ability's. 4) The Form (Window) will be blank. The form is here for nothing more the a display. What will you do?: Please reply with what you are going to do. Use the CVS to keep the code, this will fall in the CORE directory under unstable, of the VisGame CVS. Admin Cip2, I will do the DirectX (DX) part of the Graphics, they will be bare bones for the simple reason to be simple. As need increases for more properties, methods, so on and so forth, this base graphics object will be able to be expanded. I will get the DX to display the DX images. To clearly state what I'm saying. I will do the DX work on the cDXImage. I will not work on anything else unless no one else has claimed it by the time I'm done with what I'm doing (stated above). |
|
From: <vis...@li...> - 2005-01-29 20:03:36
|
I have been looking at other projects that use the MS Script control for the scripting side of things. It seems that they just move the hard stuff into a C++ DLL file and link it into the VB program; using the script control along with the DLL. I'm talking to one of the Admins now about it...we'll have to see, it might be better off just using the script control and do a DLL file for some of the slower parts. |
|
From: <vis...@li...> - 2005-01-29 03:39:39
|
Maybe we should sit on this and try to code everything in VB to see what happends and then decide what should be moved to C++. This is just a thought, I just want to start to code VG. -- Joe out |
|
From: Joe C. K. <com...@gm...> - 2005-01-28 18:48:11
|
MS Script control vs. our own Script Control. MS = Microsoft VB = MS Visual Basic 6.0, Programming Language. C/C++/C# = Programming languages. VG = VisGame VGG = VisGame Game The idea: I am kicking around the idea of having a VisGame Language done in C++ to be called from VB. This would allow for fast execution of script code. Maybe even a compiler would be able to be built easier. But, the Script control would have to take References from the VB program for the Graphics, Net, Input, Sound, etc. Being able to have a "add object" method like the MS Script Control would be a must. In Detail: The project will have a script language. If we use the MS script control we can have VBScript, JavaScript, or any other script languages that the MS script control is aware of. Now to compile the script into a EXE file would be hard to do. In fact the only idea of how we could do that is an old MS DOS trick* I learned (long time ago). The other way is to write our own script language, like a interpreter. This might, I stress might, be easier to compiler into a form that can be packed into the EXE. The only programming languages that I know of that can do this is ASM and C/C++/C#. I am guessing that C++ would be the easy rout. *MS DOS trick: In short; appending the data to the end of a file. Writing code that will look at the end of the file and return the data. Using the data in the means it was meant for. This method was used in old shareware software among others. I have even been told (and read) that this is how some software used resource files. How we would use this method is having a pre-compiled program with a resource file that holds the VGG graphics, audio, ect. and the script being appended to that EXE file would allow you to run the software. That is, if I remember how to do this right. In closing: There is one other idea that comes to mind. Write the VB code in a way so we can pass the objects into a C++ interpreter and use a C++ compiler to execute the script file. The questions I have here... is it worth the effort, and which way is the best? Any other ideas and suggestions would be helpful. -- Admin Joe "Cip2" out. (aka computer kid) |