Hi Philip, Ah, just the person I need to talk to about this subject. <grin> I'd like to know how you are handling the scripting aspect of the BGT toolkit. I know you said it has a C++ style scripting language, but is this something you created on your own or did you go through something like the Windows scripting host? I've come up with several ideas for scripting modules for the engine, and one way I have thought of is using the Windows scripting host. That way I could add support for VB Script so anyone with a basic knowledge in Visual Basic could script this thing, and it would not be as difficult as say C++ to program. Plus the fact the engine itself would handle all the core stuff like handling Windows events, keyboard input, joystick input, sound support, Sapi support, whatever. All the scripter would have to do is call the SpeakMessage function to tell Sapi what to say or use the SoundOpen and SoundPlay functions to play sounds, etc. As for creating high level objects that's a good point. although, I think I could create some generic classes to choose from such as warrior, adventurer, wizard, etc that would cover just about anything the developer could want. With a little imagination a person might even use some classes for duel purposes. For example, a Star Wars junky could in theory use a wizard class for a Jedi character since some powers and abilities could be used for both.
On 3/11/10, Philip Bennefall <[email protected]> wrote: > Hi Thomas, > > The way I am doing it in the Bgt engine is to provide the core functionality > in the actual package, and then let people of course including myself write > modules for it. This way, you can go as high or as low level as you wish > when making games. The engine is about to go into public beta in a month or > two, and I am very interested to see how it's received mainly because while > it is about 10 times easier than regular C++, it's still a fully fledged > scripting language. My engine does not currently provide high level objects > for environment and character management etc, as I feel that that is a > little too game specific for the basic engine. This, however, will very > likely be provided as includable modules. > > Kind regards, > > Philip Bennefall --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
