Hi Ryan,

Thank you for the feedback. The BGT engine does indeed use AngelScript as its scripting backend, a truly amazing interpreter if you ask me. I do indeed intend putting in an http interface in the engine, if not only for score posting but also for those who want to interact with servers in some other fancy way. Smile.


As for networking, I have indeed thought along the line of an event based implementation but none of the details are finalized yet. I am going to be using ENet, a networking library written and optimized especially for high performance games.

Kind regards,

Philip bennefall
----- Original Message ----- From: "Ryan Smith" <computerwi...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, March 24, 2010 10:31 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!


Hi Phil,
Excellent! As a .NET/JavaScript/PHP/MOO developer myself, this will look
like some real fun to play with! I have some suggestions and a question for you. I think it would be a useful function where you would provide a webpage
(HTTP protocol), and it would return the result as a string or as an array
separated by newlines.

Did you by any chance use the Angelscript library? I know you mentioned
earlier you used an existing scripting language to power your engine.
Angelscript looks like a pretty cool scripting engine.

I know you mentioned earlier you were going to put socket support in. When
you do, do this, I would recommend some kind of events. IE: onRecieve,
onConnect, onDisconnect. I think this would be easier for new programmers to
grasp rather than a while loop.

I am not very familiar with Angelscript, if your using it or how BGT really
works, but I'm wondering if it would be possible for users to "extend" BGT
with C++ code. I think this would be easier for more experienced users to
add any necessary features that some people might not use.

My last and final question is to everyone else out there. I know Phil
has definitely simplified the process of game creation, but how easy do you
all find it?(specifically non-programmers).

Thanks.
-Ryan
www.rsgames.co.nr
On Wed, Mar 24, 2010 at 4:28 PM, dark <d...@xgam.org> wrote:

Assuming my head doesn't explode in the process, it would be nice to think that if ever there is something I want to do which bgt won't be able to and I'd need to program myself, I wouldn't be entirely at sea, ---- of course,
head explosion is not a certainty as yet.

Beware the grue!

Dark.
----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com
>

To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, March 24, 2010 8:17 PM

Subject: Re: [Audyssey] Beta version 0.1 of the blastbay
GameToolkitreleased!


 Hi Lora,
That's a good point. Actually, the BGT script language is close enough
to C++ that someone learning it will get a fairly good introduction to
C-Style languages in the process. They won't learn everything about
C++ specifically, but should they ever want to try C++ in the future
they will have some fundimentals in place. For that reason sticking
with C++ rules such as terminating statements with semi-colons is a
good thing.

On 3/24/10, Loravara <lorav...@comcast.net> wrote:

Oh, I say leave the semicolons in.  From my perspective, C++ is a new
language, and the semicolon is just a syntactical requirement.

After all, I have to put periods at the ends of my COBOL statements.
(Actually, they're no longer required, but I'm working with people who've
been programming in COBOL for 25 years, so from their perspective, the
period is required.)  Seriously, though, I think that retaining the
syntactical rules is probably a good idea.


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