Thanks for your replies...

I was looking into xcross code for 3 hours and some things got clearer but I
didn't got to understand anything that could work in my example... I will
try to figure it out tomorrow ... for example ... I do this before my main
function

The way I see it ... (I might be wrong of course)

This function creates l which is like some top level object and then it adds
it a field with hashed id "primitives" value of that is >>

value neko_installer_loader( char *argv[], int argc ) {
        value l = neko_default_loader(argv,argc);
        alloc_field(l,id_primitives,init_primitives());
        alloc_field(l,val_id("loadprim"),alloc_function(loadprim,2,"loadprim"));
        return l;
}

>> is another object which is created higher in this function and with that
include all primitives listed in primitives.h get allocated as fields of
this object

static value init_primitives() {
        value primitives = alloc_object(NULL);
#       define PRIM(module,name,nargs)  alloc_field(primitives,val_id(#module
"@" #name "$" #nargs), alloc_function( name##__##nargs(), nargs,
#module "@" #name ))
#       include "primitives.h"
        return primitives;
}

and this is called even higher this basically calls DECLARE_PRIM on all
lines of primitives.h

#define PRIM(module,name,nargs) DECLARE_PRIM(name,nargs)
#include "primitives.h"
#undef PRIM

But that doesn't help me yet ... for example I don't know how I should
create that "root object"

I can't call neko_default_loader(..) as my I ahve not command line
args or what those two params are..

I don't see when neko_installer_loader is called from...

I will keep on looking at it tomorrow... if there are any simpler
smaller examples of dynamically creating "linking"
functions or variables from c++ to nekovm I would be glad..

Best regards,
Janko




On 11/2/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> Hi Janko,
>
> That's fine, I know what it's like to want to build your own engine.
> NME uses SDL as a dll, so I think it should be okay, license wise.
> Also, NME uses the SGL extension, so transforms such as scaling,
> rotation and alphas are also doable. If Allegro is your thing, you
> could also consider using my nGame library, which wraps 100% of the
> Allegro library, though I've not built a framework around it, so you'd
> have to use it as you would use the Allegro library in C, only within
> haXe instead.
>
> I'm always tinkering with game engines, and at some point, I'd like to
> make a decent 3D engine wrapper, only I don't fancy doing that for a
> library you'd have to pay for. Plus, it's important to me that the
> engine is cross-platform...
>
> Anyway, good luck in your work, and please feel free to post any
> questions to the lists. We're always available to answer questions.
>
> Regards,
> Lee
>
>
>
>
>
>
>
>
> Quoting janko metelko <[EMAIL PROTECTED]>:
>
> > Hi
> >
> > Maybe it's just my inflexibility but I have somewhere in the back of my
> head
> > (from reading various chats on indiegamer) that SDL is more low level,
> that
> > it doesn't support HW-accelerated scaling and rotating (at least by
> default)
> > and that it's GPL (Which is not a problem if you use it as dll (I think
> they
> > talked something like that)) .. I know for some developers who make
> > excellent games with SDL and some with Allegro, but I started with PTK
> back
> > then so I also already know it well.
> >
> > At least for now my goal is more to make an engine that does all
> generalized
> > stuff in c/c++ so nekovm scripts just define the game specific code in
> > neko...
> >
> > best regards,
> > Janko
> >
> > On 11/2/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> >>
> >> Hi Janko,
> >>
> >> Why not take a look at my NME library?  It is fully usable, and there
> >> is a chapter devoted to it in the upcoming Pro haXe and Neko book.
> >> It's based on SDL, so should work on Windows, Linux and Mac, though
> >> I've only created binaries for Windows at present.
> >>
> >> Lee
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >> Quoting janko metelko <[EMAIL PROTECTED]>:
> >>
> >> > Hi Lee,
> >> >
> >> > Yes , I imagine I have to somehow register them to let neko know what
> to
> >> > call ..
> >> >
> >> > I will look at the xcross example and tell if I find something..
> >> >
> >> > I have no clue yet what I will do and if I will succeed making Haxe +
> >> PTK in
> >> > some good way... right now I am just trying to find a way to make
> some
> >> game
> >> > in a higher level language and with a stability (dx on win, opengl on
> >> mac)
> >> > that a casual games need.
> >> >
> >> > I was looking for hundrets of solutions for 2 weeks and tried many of
> >> > them... I decided not to work in c++ any more a year ago
> >> > because of how complicated compilers are to set up (at least to me- I
> am
> >> not
> >> > too low level person)... I made games with haxe in the meantime but
> now
> >> I
> >> > will try to make something that can be sold on portals and nothing
> >> except c,
> >> > c++ and blitzmax, TGB that I found supports DX -pc /OGL - mac (but I
> >> didn't
> >> > like blitzmax, and torquescript also doesn't seem like an fullround
> >> modern
> >> > language) on some normal level .. So I eneded up back in c trying to
> >> make
> >> > this but I can't be sure I will succeed. If I was good enought in c++
> >> then I
> >> > wouldn't search for these higher level languages anyway. I right now
> >> don't
> >> > plan to do a binding but to embed nekovm into a c++ program... but I
> >> don't
> >> > have a clear picture what is the best path so that might change.
> >> >
> >> > Thanks for your reply,
> >> > Janko
> >> >
> >> > This is probably possible, though you'll have to force the
> >> >> registration of the functions in your C code to the Neko VM. Take a
> >> >> look at the xcross lib in haXeLib which includes the standard
> >> >> libraries into a single exe. This should shed some light on the
> topic.
> >> >>
> >> >> When you're successful wrapping PTK, are you going to submit it to
> the
> >> >> community? It would be interesting to have another decent 2d library
> >> >> available for Neko.
> >> >>
> >> >> Regards,
> >> >> Lee
> >> >>
> >> >>
> >> >>
> >> >>
> >> >> Quoting janko metelko <[EMAIL PROTECTED]>:
> >> >>
> >> >> > Hi,
> >> >> >
> >> >> > I am trying to embedd nekovm with 2d game library (PTK) to make a
> >> neko
> >> >> > scriptable game engine. It wors but I have one question..
> >> >> >
> >> >> > Is this possible to do (or even normal ussual)?
> >> >> >
> >> >> > the engine starts and opens the screen, then it loads the neko .n
> >> file
> >> >> with
> >> >> > script and calls loadResources function in neko.. that function
> >> function
> >> >> > calls back the functions for example loadImage("img.png"); that is
> >> >> defined
> >> >> > back in C and which loads the images in it's array or LList.
> >> >> >
> >> >> > (I saw how neko calls functions in native dlls via loadprimitive
> but
> >> >> that is
> >> >> > probably a different thing)
> >> >> >
> >> >> > thanks best regards,
> >> >> > Janko
> >> >> >
> >> >>
> >> >>
> >> >>
> >> >> --
> >> >> Neko : One VM to run them all
> >> >> (http://nekovm.org)
> >> >>
> >> >
> >>
> >>
> >>
> >> --
> >> Neko : One VM to run them all
> >> (http://nekovm.org)
> >>
> >
>
>
>
> --
> Neko : One VM to run them all
> (http://nekovm.org)
>
-- 
Neko : One VM to run them all
(http://nekovm.org)

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