Cool.
Like said, I know it's not specifically related, but might just be nice to
then be able to easily enough access bits of other types of activities, and,
the only real issue might be that any return values etc. would really need
to be limited to a certain set of types etc.
Stay well
Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'
----- Original Message -----
From: "Philip Bennefall" <phi...@blastbay.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, April 01, 2010 8:30 PM
Subject: Re: [Audyssey] BGT progress
Hi Jacob
Calling dll's and com objects is something that I believe might come in
handy from time to time, but I doubt that it's needed very often in audio
games as the functionality provided by com objects like DirectSound and
sapi etc are already supported internally. I'll certainly think about it
though, and if more users request it I'll put it on the to do list.
Kind regards,
Philip Bennefall
----- Original Message -----
From: "Jacob Kruger" <jac...@mailzone.co.za>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, April 01, 2010 8:00 PM
Subject: Re: [Audyssey] BGT progress
Well, the one thing was wondering about in terms of classes etc. - not
internal ones as such - was will it become possible to implement an
instance of something like an external com component/DLL?
That would, for example, let you use something like SayTools to render
completely dynamic talking audio output.
Stay well
Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'
----- Original Message -----
From: "Philip Bennefall" <phi...@blastbay.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, April 01, 2010 7:42 PM
Subject: Re: [Audyssey] BGT progress
Hi Thomas,
There is certainly support for classes in BGT. The chapter in the
tutorial that you want to look at is called objects and classes. This
gives a basic introduction to classes and how to make overloaded
constructors, how to make instances and manipulate members of your own
custom classes etc. It does not, however, cover things such as
inheritance. This is something that I plan to expand on, but the
introduction given so far is more than enough to get a programmer on
their way to making games. Unions, however, are not supported in the
script interpreter at this time.
Kind regards,
Philip Bennefall
----- Original Message -----
From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, April 01, 2010 7:25 PM
Subject: Re: [Audyssey] BGT progress
Hi Phil,
Yay! I'm glad to see the progress you are making with BGT. It is a
great tool. Although, I do have a question.
When I was looking through the language tutorial I didn't see any way
to get into more indepth oop programming by introducing classes,
structs, or unions. Are there ways to create some kind of object
oriented design with BGT?
Thanks.
On 4/1/10, Philip Bennefall <phi...@blastbay.com> wrote:
Hi all,
Just to let you know, I'm working hard to address the problems and
suggestions that you have provided over the last few weeks. File
reading and
writing has now been implemented, and the bugs that some of you found
in the
scripting library have been fixed by the programmer who maintains it.
I am
still adding new features, and will post an update in a few days if
all goes
well. At this time, if you are happy with the new functionality, I'll
begin
accepting preorders so that those of you who are interested can get a
heads
start. I will also be writing some more tutorials that are game
specific,
basically expanding upon the knowledge acquired in the language
tutorial and
showing you how to turn the theoretical concepts into practical game
design
Kind regards,
Philip Bennefall
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