Hi Thomas,

I don't know when you last viewed the BGT documentation but until fairly recently, the more advanced object oriented parts of the language were not covered at all in the tutorial. AngelScript has inheritance, polymorphism through interfaces, overloaded functions and class operators, and even such things as function pointers. So while not quite a programming language it comes very close while stil being extremely simple, and I would never go back to writing actualg ame logic in C++ again. I'm all for using C++ where speed/performance is concerned, but equally as convinced that high level game logic should be written in a high level language. And since I am not a fan of .net, I ended up using a scripting solution. This way I don't even have to initialize anything, no need to open a device, set up DirectInput or even worry about creating the window or setting up the timer threading model, all this is done behind the scenes for you. Similarly, everything is properly destroyed even if a script exception occurs.

Kind regards,

Philip Bennefall
----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: <phi...@blastbay.com>; "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, January 27, 2011 4:42 PM
Subject: Re: [Audyssey] Game Engines was Heli

Hi Philip,

Hmmm...Well, my opinion here was pretty much based on viewing the BGT
documentation and a brief glance at the Angelscript docs. It just
seamed while Angelscript is powerful as a scripting language it seamed
to me to be somewhat limited compared to a full blown programming
language in some respects. However, in an engine like BGT it doesn't
have to be a full blown programming language to get the job done.

As for Visual Studio, Codeblocks, etc you are absolutely right.
Besides having to install the IDES, which is a pain in the butt by
themselves, there are all the various SDKs you need like the .NET
Framework or the Windows Platform SDK. Either one of those will eat a
huge chunk of your hard drive space in and of themselves. That's one
reason I decided to create G3D as a dll file. Once I get it stable and
ready for redistirbution other than general upgrades most of the time
i won't nneed the Windos Platform SDK, DirectX SDK, or any of that
since my library will handle that stuff for me. However, there are
advantages to something like BGT that can fit on a thunb drive without
any external compilers, IDES, etc. hard to say which I like better.


On 1/27/11, Philip Bennefall <phi...@blastbay.com> wrote:
Hi Thomas,

Yes, I can see where you are coming from in terms of flexibility of
languages. BGT could also be made into a dll relatively easily, but I have
not yet had a lot of requests for this and since I am comfortable with C++
syntax for my own development, AngelScript was a good choice for me.
AngelScript does support polymorphism through something called interfaces,
as well as normal single inheritance. I primarily wrote BGT for my own use, and I wanted an all in one solution that was portable and that I could take
with me on a flash drive for example with no complicated installations.
Code::Blocks and Visual Studio are horrible to install, if you ask me. BGT
can be taken anywhere, and you can run your scripts even without actually
installing the engine; it works perfectly if distributed in a zip file on a
USB memory stick. This is one of the advantages I can see with a dedicated
solution rather than a piece of middleware, though as we have already
established both of these have their advantages and disadvantages.

Kind regards,

Philip Bennefall

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