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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