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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Sun Jun 01, 2003 1:20 am    Post subject: [quote]

Little update, still making progress. Today I've finished the Controller class and it's PlayerController subclass and written up a controlable Pawn class. I don't know if I'll be able to make a decent start-up package this weekend though, as I still gotta work on a document and study some books.
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DrunkenCoder
Demon Hunter


Joined: 29 May 2002
Posts: 559

PostPosted: Tue Jun 03, 2003 1:13 pm    Post subject: [quote]

Hmm... im going to have a looksee at that engine in action
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DrunkenCoder
Demon Hunter


Joined: 29 May 2002
Posts: 559

PostPosted: Wed Jun 04, 2003 5:07 am    Post subject: [quote]

Ok, ill give you another maybe not as compelling option.
I can be your coder, yup that's right the dumbass who have
never ever finished a game have no releases to show
etc, just said he would code for ya...

I do have a fulltime job during the summer so progress wouldn't
be very swift, but Im willing to give some of what little spare
time I have to this if you want me to.
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Wed Jun 04, 2003 11:22 pm    Post subject: [quote]

Alright, I've stripped it down to Frode in a small cave room with two torches and two spiders. So most the the cluttering confusing stuff should be gone... but a lot of it is till there. Also, there is absolutely no documentation at the moment.

You can take a look though, here's the download:

http://moonlight.rpgdx.net/files/moeng-0.8.0-win32.rar

I've made it a RAR ( http://www.rarlab.com/ ) because of it's smallness, I'll make a ZIP if somebody really needs it.

Edit: When you change something to any bitmaps or scripts, make sure you run the update.bat file.
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BigManJones
Scholar


Joined: 22 Mar 2003
Posts: 196

PostPosted: Thu Jun 05, 2003 1:39 am    Post subject: [quote]

Bjorn, you should write up a 'using Lua' article for pixelate (or here). Make it about 'how to actually use lua to script a game' I'd LOVE to read something like that.
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akOOma
Wandering Minstrel


Joined: 20 Jun 2002
Posts: 113
Location: Germany

PostPosted: Thu Jun 05, 2003 11:35 am    Post subject: [quote]

Yeah, that would be really cool...
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Thu Jun 05, 2003 9:49 pm    Post subject: [quote]

Heh, it might be nice but I don't know. What about...

1) Lua is easy enough to start using when you read it's manual.
2) There's so many ways to use Lua in a game that I am really not confident that my way of using it is convenient compared to other methods. I've seen Twinsen use the language in a totally different way, at least it looked totally different.
3) I'm still struggeling with the C++ to Lua binding, it works for now but I'm not happy with it.
4) I haven't implemented savegame features yet, so I'm not sure if the way I use Lua can do this easily. The fact that I'm not sure can be seen as an indication that's it's not clear and therefor probably complicated.

Of course, I could still write an article about how I use it, and just stress that there are many more ways of using Lua, some possibly better and more convenient. I'll look into it, but don't expect anything anytime soon.

What I'm really curious about is whether the engine I posted above would be usable by other game-making people, and if not then I'd like to know if this is even possible and with what changes. I'll at least be trying to make it possible to create multiple packages in order to seperate core functionality from games using the engine, and to allow extensions to games.
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twinsen
Stephen Hawking


Joined: 21 May 2003
Posts: 242
Location: Melbourne, Australia

PostPosted: Thu Jun 05, 2003 10:48 pm    Post subject: [quote]

Quote:
1) Lua is easy enough to start using when you read it's manual.


I thought the manual was a bit skimpy actually. I found a good LUA tutorial at gamedev.net (from memory).

Quote:
2) There's so many ways to use Lua in a game that I am really not confident that my way of using it is convenient compared to other methods. I've seen Twinsen use the language in a totally different way, at least it looked totally different.


The way I'm using LUA is the same as the way Lucasarts used it in their games. The C++ code knows nothing *at all* about the game, it merely renders the graphics and takes care of all the boring low level math, loading and memory management stuff so that in the LUA scripts you can just call very high level functions like actorLoad(), actorMove() etc. Theres two reasons for this- it keeps the LUA scripts simple so that non-programmers can edit scripts relatively easily, and of course the complicated code runs faster when compiled to an EXE then when being interpreted from a script. But having said that, the LUA scripts are still flexible enough that you could write pretty much anything from C++ in LUA (if someone wanted to later on).

Quote:
3) I'm still struggeling with the C++ to Lua binding, it works for now but I'm not happy with it.


I'm not sure why you would want to do this? I'm assuming you mean calling LUA functions from inside C++ code. I can't think of any reason why you would need to do it. The whole point of LUA is to extent C++ code (not vice versa) so that you dont need for recompile the EXE every time you want to make a change to something. Doesn't this defeat the purpose (and at the same time, make the code slower and less expansible)?

Quote:
4) I haven't implemented savegame features yet, so I'm not sure if the way I use Lua can do this easily. The fact that I'm not sure can be seen as an indication that's it's not clear and therefor probably complicated.


Saving a game in LUA is easy, provided you use the method I've used whereby C++ knows nothing about the game and the LUA scripts control EVERYTHING about the game. Then all you have to do is dump the entire LUA state out to a file when you want to save, and load it back when you want to restore the game. Just dump everything out to a text/binary file then just compress it and password protect it with some sort of compression algorithm like ZIP (just to obsfucate it a bit and make it harder for people to stuff around with) and TA-DA. I think LucasArts dumped every LUA variable out to a file, I would rather just dump the LuaState variable out with an fwrite() in C++ then you can just call gameRestore() and gameSave() from inside LUA :)

Okay, I've rambled enough for now :) Thank god its Friday! Oooh! Oooh! Oooh! I bought new shoes :) Just had to share that with everyone- because nobodys seen em yet, and I'm all excited about em. Although I'm slightly less excited about my bank balance (they cost $240).

Okay, bye bye now :)
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DrV
Wandering Minstrel


Joined: 15 Apr 2003
Posts: 148
Location: Midwest US

PostPosted: Fri Jun 06, 2003 12:54 am    Post subject: [quote]

twinsen wrote:
Okay, I've rambled enough for now :) Thank god its Friday! Oooh! Oooh! Oooh! I bought new shoes :) Just had to share that with everyone- because nobodys seen em yet, and I'm all excited about em. Although I'm slightly less excited about my bank balance (they cost $240).


*scratches head*

Hmmm... are you in a vastly different time zone? It's Thursday here; maybe I'm wrong... dunno. ;)

That Lua stuff you just talked about sounded quite interesting, though. I'll just have to learn Lua now, I guess. :)
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twinsen
Stephen Hawking


Joined: 21 May 2003
Posts: 242
Location: Melbourne, Australia

PostPosted: Fri Jun 06, 2003 1:00 am    Post subject: [quote]

Quote:
*scratches head*

Hmmm... are you in a vastly different time zone? It's Thursday here; maybe I'm wrong... dunno. ;)

That Lua stuff you just talked about sounded quite interesting, though. I'll just have to learn Lua now, I guess. :)


GMT +10, It's 10:54am Friday morning here, and it a long weekend this weekend! :D YAY ME!

IMHO LUA is really nice. It's very simple to get it setup, you only need 5 lines of C++ code to setup the whole thing and get it to parse a script file. Then all you need to do is write the functions you want to expose to the LUA scripts and then do a call to luaRegister() and you're ready to start scripting.

The only hard part about LUA is working out how you are going to get the script to control the game state, took me the better part of two days experimenting. But once you've got the framework of your LUA scripts setup and working its all a breeze from there on in.

Actually my only complaint about LUA is that it can be a bitch to debug. Because there isn't a LUA IDE it can be a bit of a pain to track down bugs. I had to implement a logfile to keep track of any errors. Apparently one of the programmers at LucasArts developed a debugger for LUA in his spare time which he compiled into a DLL they then ran this along side the game at runtime to take care of any debugging. Doubt I'll got to that extent, but its always a possibility.
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
Location: Location:

PostPosted: Fri Jun 06, 2003 1:16 am    Post subject: [quote]

What's it like being in the future and stuff?
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twinsen
Stephen Hawking


Joined: 21 May 2003
Posts: 242
Location: Melbourne, Australia

PostPosted: Fri Jun 06, 2003 1:18 am    Post subject: [quote]

Fridays nothing special. Its kinda cloudy, just about got run over this morning by some psycho driver running a red light. Umm, it's just another Friday in Melbourne :)
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Lovely girls & great prices always available at CLUB 859, 859 Glenhunly Road, Caulfield, Open 10am till late 7 days. +61-3-9523-8555. (Sorry, it was in front of me in the newspaper, I just had to use it as a signature!)
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ThousandKnives
Wandering Minstrel


Joined: 17 May 2003
Posts: 147
Location: Boston

PostPosted: Fri Jun 06, 2003 3:05 am    Post subject: [quote]

Quote:
I had to implement a logfile to keep track of any errors.


Actually, I have to do that in C. You can't debug DirectX fullscreen without a second monitor.

And... since I've never learned to use a debugger, it doesn't really have any impact on my actual ability to program hehe.
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twinsen
Stephen Hawking


Joined: 21 May 2003
Posts: 242
Location: Melbourne, Australia

PostPosted: Fri Jun 06, 2003 3:07 am    Post subject: [quote]

Thats something I've never tried. I've got two video cards and two monitors, really must try it sometime- could make OpenGL development much faster :)
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Lovely girls & great prices always available at CLUB 859, 859 Glenhunly Road, Caulfield, Open 10am till late 7 days. +61-3-9523-8555. (Sorry, it was in front of me in the newspaper, I just had to use it as a signature!)
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twinsen
Stephen Hawking


Joined: 21 May 2003
Posts: 242
Location: Melbourne, Australia

PostPosted: Fri Jun 06, 2003 3:14 am    Post subject: [quote]

Hang on, you've never learnt to use a debugger?!? Are you telling me youve never set a breakpoint, stepped through your code and added watches??? If thats the case, you really should learn, makes finding bugs so much easier.
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Lovely girls & great prices always available at CLUB 859, 859 Glenhunly Road, Caulfield, Open 10am till late 7 days. +61-3-9523-8555. (Sorry, it was in front of me in the newspaper, I just had to use it as a signature!)
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