Re: [Audyssey] Game Engines was Heli

2011-01-29 Thread Thomas Ward
Hi Philip,

Philip wrote:

We are certainly in agreement here. Unicode conversions, memory
management and all
the other things are certainly a pain which I guess is why we are
writing engines.

My reply:

Yes, in deed. I primarily began writing G3D because I got sick and
tired of the nitty gritty details of C++. If I want to pass a string
of text to Sapi I don't want to have to do a character string
conversion to unicode all the time, or depend on Macros like _TEXT()
to do it either. So what I did is my SpeakMessage() function takes a
standard character string, converts it to a wchar, and then gives it
to Sapi. That saves me from constantly stopping to do that character
conversion myself. The engine does this automatically for me. As it
should.

Philip wrote:

How come you decided to switch from .net to C++? What were your main reasons?

My reply:

Well, I stopped using .net for pretty much the same reasons you gave.
It is too big, constantly being updated, too many extra dependencies,
and security issues on top of it.

For one thing, in 2004 Microsoft made a big todo over the fact DirectX
9.0 ships with Managed DirectX for .net developers. There were a
number of books released around that time like Kickstart DirectX in
C#, a Visual Basic book with similar documentation, and I was pretty
impressed with the .net framework. So I wrote my first game Final
Conflict in .net and had based Raceway, Mysteries of the Ancients, and
other games on the .net and Managed DirectX platform. Then, out of the
blue in 2007 Microsoft suddenly deprecated Managed DirectX, deprecated
DirectSound, DirectPlay, and various other .net libraries I was using
pretty much pulling the rug out from under me. They introduced XNA
Framework for .net, but I soon discovered XAct the tool they use for
packing sound files etc wasn't accessible further adding insult to
injury.

On top of that I started out using .net 1.1 in 2003/2004. Back then
the .net framework was big, but not huge. However, between 2003 and
now the .net framework has increased dramatically in size. I remember
a time when the .net framework was about 99 MB, but the last time I
checked the current framework is well over 300 MB. I felt it was
rediculous to force my customers into downloading and installing a
piece of middleware that huge. Similar frameworks like the Java
runtime environment is several times smaller and is just as good as
.net.Perhaps better since Sun officially supports Mac OS, Linux, and
Windows compatibility between the Java runtimes where Mono, the open
source .net framework, isn't completely compatible with the Microsoft
.net framework. This is problematic ffor cross-platform development
using .net.

Finally, what really iced the cake is the issue of having wrappers for
anything and everything. If you wanted to use DirectX you couldn't use
it without some third-party middle ware like Managed DirectX, SlimDX,
etc. This required the end user to not only update his/her copy of
DirectX, but to install those third-party wrappers too. I found out
pretty quick I was constantly getting technical support requests that
STFC, MOTA, etc wasn't working and .net was giving them this or that
runtime error. After some investigation it usually turned out to be an
issue of said  third-party middleware not being installed, or they
installed the .net components in the incorrect order causing something
to break along the way. Major pain in the butt!

If all that wasn't enough to turn me off of .net the entire thing was
totally unsecure. In order to protect myself from crackers I had to
use a tool like Dotfuscator to obfuscate the executable to keep tools
like Reflector from reverse engineering my code. Otherwise any two-bit
pirate in the galaxy could dissasemble my code, turn off the security,
recompile it, and pass cracked copies all over the net. Obviously, i
don't want that.

Plus when it comes to security there is a licensing tool, XHEO,  that
is suppose to be first-rate for .net developers. Well, I tried said
library in my games and did some background research on the tool. Bad,
bad, bad. As it turns out many companies, top programmers, have given
negative reviews for this licensing library. No wonder. A google on
XHEO cracks will turn up all kinds of quick and dirty ways to bypass
XHEO security putting products like Rail Racer at serious risk if
anyone decides to use any of the cracks floating around the internet
for XHEO. Obviously, I took one look at that and said, no way.

To make a long story short while I think C# .net is easy, I like the
language itself, there are some serious drawbacks that make it less
than ideal. Poor security, the .net framework is too large, too many
dependencies, etc make it impractical for serious software
development.

Cheers!

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at

Re: [Audyssey] Game Engines was Heli

2011-01-28 Thread Philip Bennefall

Hi Thomas,

We are certainly in agreement here. Unicode conversions, memory management 
and all the other things are certainly a pain which I guess is why we are 
writing engines. Smile. Luckily AngelScript has built in garbage collection 
so I didn't have to worry about that part, but I did have to write a small 
converter function from char* to WCHAR* etc. Not a big deal if it is called 
behind the scenes by the scripting engine but if you need to actively use it 
while programming, that's not so good.


As for .net, I dislike it for a few reasons. First of all, it is huge. Huge, 
bulky, and constantly being updated so you need to download new versions of 
the thing. There is no reason why a few programming components should be 
that large, in my opinion. Granted Windows Vista and above are including 
.net, but then there is the issue of extra dependencies, like to play 
certain games you need to install not only .net but also this extra wrapper, 
and then a wrapper for that wrapper. Not something I'll cheer for. When I 
download a game, I just want it to run. I don't want to care about what it 
uses internally. See my drift? I also don't like the fact that .net programs 
are so easy to reverse engineer, and to protect yourself you need to get yet 
another extra add-on. Not nice. Oh I don't have a problem that a high level 
language compiles into mid-level byte code, .net does it and so does 
AngelScript and Lua and what have you, but the environment should take 
measures to secure the byte code. I use strong encryption to protect mine in 
BGT. Oh I'm sure it can be cracked, but at least I am trying and not making 
people get an upgrade just to have basic security features.


How come you decided to switch from .net to C++? What were your main 
reasons?


Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 28, 2011 4:40 AM
Subject: Re: [Audyssey] Game Engines was Heli


Hi Philip,

You definitely have a point. Although, I know C++ fairly well myself I
don't like using it as much as something like C# .NET just because its
a little too low-level for my liking. As author Jesse Liberty put it
in his book Teach Yourself C# .net in 21 Days, going back to C++ is
like pulling teeth. He has a very good point as C# .net via the .NET
Framework wraps all that low-level stuff in a high-level interface.

For example, as you know and I know, a lot of the Windows API
functions take Unicode character strings. Well, if you have a lot of
anci strings you have to convert them to an unicode wide character
string before passing them to the API function. That's a pain in the
butt. In .net languages you don't have to worry about that problem
because the System::String class can convert between ansci and unicode
quite easily.

Then, there is the issue of memory management and garbage collection.
To be honest the garbage collecter is one of the strong advantages to
using .net languages rather than C++. With C++ you are on your own
unless you write your own garbage collecter to manage garbage
collection in the background.

Anyway, I agree with you. For various reasons writing games in C++ is
a pain. There is no doubt about that. Using a scripting language like
Angelscript or using a .net language as a high-level interface is
obviously a much easier solution all things considered.

Although, I'm curious to know why you don't like .net. There is a lot
i personally like about it, and for Windows programming it makes my
life as a programmer much much easier. There is also Mono, a Mac/Linux
implamentation of .net, which really makes cross-platform development
fairly straight forward for a lot of apps.

As for the BGT documentation I can't honestly remember when the last
time I looked at them was. It was well before 1.0 came out. Maybe beta
3 or beta 4. Something along that lines. As you said, a lot has
changed since then, and I should have looked before saying what I
said.

Cheers!


On 1/27/11, Philip Bennefall phi...@blastbay.com wrote:

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

Re: [Audyssey] Game Engines was Heli

2011-01-27 Thread Thomas Ward
Hi Philip,

Yeah, I do see what you mean. For one thing we have taken two
completely different approaches to the same thing. Both have
advantages and disadvantages.

For example, as I understand BGT what you have done is basically
written a piece of middleware that wraps DirectSound, DirectInput,
Sapi, ENet, etc and then registered the functionality of BGT with
Angelscript allowing someone to script a game in Angelscript and
depend on your middleware to handle all the low level stuff like
input, speech output, sound, networking, and various other things you
have built into BGT. Am I right?

Well, my approach is quite a bit different. As I mentioned before
originally when I wrote Genesis 3D, AKA G3D.dll, It was written in C#
.NET and wrapped Microsoft's Managed DirectX, Sapi, as well as
provided a number of custom .NET classes that provided an API for
quick and easy game creation using the various .NET languages like C#,
C++, and Visual Basic. However, once I found out that Managed DirectX
was buggy and Microsoft's XNA Framework .for .NET is largely
inaccessible I decided to port the engine to C++ and use the various
APIs directly rather than writing a piece of middleware based on other
middle ware like Managed DirectX.

The current Genesis engine is written in C++, is fully object
oriented, and uses a managed C++ design model. The reason I wrote it
as managed code is because in theory I can take the G3D.dll library
include it in A C# .NET or VB .NET project import the library and have
input, speech, networking, advanced 3d calculations, etc ready to go.
All I need to do is initialize the class or classes I wish to use. For
example, although Streemway is not managed C++, I have written a
managed wrapper for it that I can use in a Visual Basic .NET applike
this.

' Import the G3D namespace
import G3D

' Declare an audio class object
Private audio As Audio

' Initialize audio
' and play a sound
Static Sub Main()

  if audio.InitializeAudio(Window.IsWindowHandle()) == false then
' Show error message
Close()
End If

  ' Load and play sound
  audio.SoundOpen (0, fire.wav)
  audio.SoundPlay (0, false)

End Sub


Okay, this is a bit of an over simplification since I left out all of
the form initialization code etc but you get the point of how easy it
would be for a Visual Basic programmer to include my engine into a
standard .NET application and begin using it right away to build
games. Where you use something like Angelscript for programming my
design is more flexable. I can obviously use C++, since that is the
language the engine is written in, but I can also plug it into any
.NET language like C# .NET or Visual Basic .NET and use that to build
games. This would essentually give the end user a choice of language
or languages to use when building games. As a long time .NET developer
I happen to know that C# is hundreds of times easier than C++ and is
just as good, maybe better, than using something like Angelscript. If
someone like Jim Kitchen decided to upgrade to VB .NET rather than
using Visual Basic 6 he could in theory use my engine to access
DirectSound, DirectInput, Sapi, all via my engine in .NET. So the
choice of programming language is certainly one advantage I can see as
a plus here.

Another advantage is base classes. I have been adding core data
classes for a number of common game objects you might encounter. Since
the base classes are there you can use inheritence to extend or expand
the functionality of the classes without having to rewrite anything.
For example, take the player class. It has all of the normal things
you would expect to find like health, location, direction, point of
view, etc. However, by itself it couldn't be used to create a special
character like a wizard. No problem create your own class and inherit
the player class like this.

import G3D

Class Wizard Inherits Player
  ' Add wizard specific code here
End Class

This gives a game developer all the primary classes they need to work
with, but gives them the flexability to extend the classes and
functionality as needed. Not to mention the fact that doing it this
way using C++, C#, or VB .NET gives you all the advanced functionality
of object oriented design like pollimorphism, inheritance, etc. When I
was trying out BGT one of the things I didn't like as it lacked a
number of advanced language features I'm personally use to having when
programming.

Finally, there is he issue of cross-platform support. At this current
time I have elected not to port the Genesis engine to Mac OS or to
Linux just because of the effort in volved plus I've discovered to do
it right I need to use OS specific libraries and toolkits. All the
same if I were to create this port it would be a definite advantage
over BGT as the same engine could be used on more than one platform.


In terms of disadvantages Genesis 3D was designed primarily to target
game developers with some programming skills in C++, C#, or VB .NET.
This enables someone to 

Re: [Audyssey] Game Engines was Heli

2011-01-27 Thread Liam Erven
The one thing I really have liked about angel script is how similar it is to
other languages. I switched over to BGT from vb6.  It was a bit of a hassle
at first, but after about 4 months with it I became very fluent. Around that
time, I had to start doing some PHP work for my job, and I'm finding that
the syntax between angelscript and php has some similarities which has made
jumping between the languages much simpler.  If I had the option to keep
going in vb.net I wouldn't have challenged myself and learned something knew
which would not only help my games, but my work as well.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, January 27, 2011 5:06 AM
To: Philip Bennefall; Gamers Discussion list
Subject: Re: [Audyssey] Game Engines was Heli

Hi Philip,

Yeah, I do see what you mean. For one thing we have taken two completely
different approaches to the same thing. Both have advantages and
disadvantages.

For example, as I understand BGT what you have done is basically written a
piece of middleware that wraps DirectSound, DirectInput, Sapi, ENet, etc and
then registered the functionality of BGT with Angelscript allowing someone
to script a game in Angelscript and depend on your middleware to handle all
the low level stuff like input, speech output, sound, networking, and
various other things you have built into BGT. Am I right?

Well, my approach is quite a bit different. As I mentioned before originally
when I wrote Genesis 3D, AKA G3D.dll, It was written in C# .NET and wrapped
Microsoft's Managed DirectX, Sapi, as well as provided a number of custom
.NET classes that provided an API for quick and easy game creation using the
various .NET languages like C#,
C++, and Visual Basic. However, once I found out that Managed DirectX
was buggy and Microsoft's XNA Framework .for .NET is largely inaccessible I
decided to port the engine to C++ and use the various APIs directly rather
than writing a piece of middleware based on other middle ware like Managed
DirectX.

The current Genesis engine is written in C++, is fully object oriented, and
uses a managed C++ design model. The reason I wrote it as managed code is
because in theory I can take the G3D.dll library include it in A C# .NET or
VB .NET project import the library and have input, speech, networking,
advanced 3d calculations, etc ready to go.
All I need to do is initialize the class or classes I wish to use. For
example, although Streemway is not managed C++, I have written a managed
wrapper for it that I can use in a Visual Basic .NET applike this.

' Import the G3D namespace
import G3D

' Declare an audio class object
Private audio As Audio

' Initialize audio
' and play a sound
Static Sub Main()

  if audio.InitializeAudio(Window.IsWindowHandle()) == false then
' Show error message
Close()
End If

  ' Load and play sound
  audio.SoundOpen (0, fire.wav)
  audio.SoundPlay (0, false)

End Sub


Okay, this is a bit of an over simplification since I left out all of the
form initialization code etc but you get the point of how easy it would be
for a Visual Basic programmer to include my engine into a standard .NET
application and begin using it right away to build games. Where you use
something like Angelscript for programming my design is more flexable. I can
obviously use C++, since that is the language the engine is written in, but
I can also plug it into any .NET language like C# .NET or Visual Basic .NET
and use that to build games. This would essentually give the end user a
choice of language or languages to use when building games. As a long time
.NET developer I happen to know that C# is hundreds of times easier than C++
and is just as good, maybe better, than using something like Angelscript. If
someone like Jim Kitchen decided to upgrade to VB .NET rather than using
Visual Basic 6 he could in theory use my engine to access DirectSound,
DirectInput, Sapi, all via my engine in .NET. So the choice of programming
language is certainly one advantage I can see as a plus here.

Another advantage is base classes. I have been adding core data classes for
a number of common game objects you might encounter. Since the base classes
are there you can use inheritence to extend or expand the functionality of
the classes without having to rewrite anything.
For example, take the player class. It has all of the normal things you
would expect to find like health, location, direction, point of view, etc.
However, by itself it couldn't be used to create a special character like a
wizard. No problem create your own class and inherit the player class like
this.

import G3D

Class Wizard Inherits Player
  ' Add wizard specific code here
End Class

This gives a game developer all the primary classes they need to work with,
but gives them the flexability to extend the classes and functionality as
needed. Not to mention the fact that doing it this way using C++, C#, or VB
.NET

Re: [Audyssey] Game Engines was Heli

2011-01-27 Thread Philip Bennefall

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
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 27, 2011 12:05 PM
Subject: Re: [Audyssey] Game Engines was Heli


Hi Philip,

Yeah, I do see what you mean. For one thing we have taken two
completely different approaches to the same thing. Both have
advantages and disadvantages.

For example, as I understand BGT what you have done is basically
written a piece of middleware that wraps DirectSound, DirectInput,
Sapi, ENet, etc and then registered the functionality of BGT with
Angelscript allowing someone to script a game in Angelscript and
depend on your middleware to handle all the low level stuff like
input, speech output, sound, networking, and various other things you
have built into BGT. Am I right?

Well, my approach is quite a bit different. As I mentioned before
originally when I wrote Genesis 3D, AKA G3D.dll, It was written in C#
.NET and wrapped Microsoft's Managed DirectX, Sapi, as well as
provided a number of custom .NET classes that provided an API for
quick and easy game creation using the various .NET languages like C#,
C++, and Visual Basic. However, once I found out that Managed DirectX
was buggy and Microsoft's XNA Framework .for .NET is largely
inaccessible I decided to port the engine to C++ and use the various
APIs directly rather than writing a piece of middleware based on other
middle ware like Managed DirectX.

The current Genesis engine is written in C++, is fully object
oriented, and uses a managed C++ design model. The reason I wrote it
as managed code is because in theory I can take the G3D.dll library
include it in A C# .NET or VB .NET project import the library and have
input, speech, networking, advanced 3d calculations, etc ready to go.
All I need to do is initialize the class or classes I wish to use. For
example, although Streemway is not managed C++, I have written a
managed wrapper for it that I can use in a Visual Basic .NET applike
this.

' Import the G3D namespace
import G3D

' Declare an audio class object
Private audio As Audio

' Initialize audio
' and play a sound
Static Sub Main()

 if audio.InitializeAudio(Window.IsWindowHandle()) == false then
   ' Show error message
   Close()
End If

 ' Load and play sound
 audio.SoundOpen (0, fire.wav)
 audio.SoundPlay (0, false)

End Sub


Okay, this is a bit of an over simplification since I left out all of
the form initialization code etc but you get the point of how easy it
would be for a Visual Basic programmer to include my engine into a
standard .NET application and begin using it right away to build
games. Where you use something like Angelscript for programming my
design is more flexable. I can obviously use C++, since that is the
language the engine is written in, but I can also plug it into any
.NET language like C# .NET or Visual Basic .NET and use that to build
games. This would essentually give the end user a choice of language
or languages to use when building games. As a long time .NET developer
I happen to know that C# is hundreds of times easier than C++ and is
just as good, maybe better, than using something like Angelscript. If
someone like Jim Kitchen decided to upgrade to VB .NET rather than
using Visual Basic 6 he could in theory use my engine to access
DirectSound, DirectInput, Sapi, all via my engine in .NET. So the
choice of programming language is certainly one advantage I can see as
a plus here.

Another advantage is base classes. I have been adding core data
classes for a number of common game objects you might encounter. Since
the base classes are there you can use inheritence to extend or expand
the functionality of the classes without having to rewrite anything.
For example, take the player class. It has all of the normal things
you would expect to find like health, location, direction, point of
view, etc. However

Re: [Audyssey] Game Engines was Heli

2011-01-27 Thread Thomas Ward
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.

Smile.


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

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Game Engines was Heli

2011-01-27 Thread Thomas Ward
Hi Liam,

Well, that is one of the main reasons I generally tell new programmers
to try a language like Java, C#, C++, etc that use a c-style syntax
and programming methodology. What you learn from one can most
generally be applied to another programming language. For example,
when I started learning C-Sharp in 2003 I was already quite familiar
with Java and C++. With my previous experience and training it made
learning C-Sharp a snap because C-Sharp is extremely similar to Java
in some respects. Were I a Visual Basic 6 programmer the transition
would have been much more difficult since Visual Basic and C-Sharp had
little in common.

With Angelscript, as you pointed out, it does use a c-style syntax and
methodology. Coming from a Visual Basic background the learning curve
is steeper. However, if you learn Angelscript a lot of the syntax and
so on will carry over to Java, C-Sharp, C++, Perl, Flash, and so on
making your transition easier in the long run.


Cheers!




On 1/27/11, Liam Erven liamer...@gmail.com wrote:
 The one thing I really have liked about angel script is how similar it is to
 other languages. I switched over to BGT from vb6.  It was a bit of a hassle
 at first, but after about 4 months with it I became very fluent. Around that
 time, I had to start doing some PHP work for my job, and I'm finding that
 the syntax between angelscript and php has some similarities which has made
 jumping between the languages much simpler.  If I had the option to keep
 going in vb.net I wouldn't have challenged myself and learned something knew
 which would not only help my games, but my work as well.

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Game Engines was Heli

2011-01-27 Thread Philip Bennefall

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.

Smile.


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 



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Game Engines was Heli

2011-01-27 Thread Hayden Presley
HI Phillip,
Ah...so C++ does not have interfaces? Is there a similar concept there?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Thursday, January 27, 2011 10:09 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Game Engines was Heli

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.

Smile.


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 


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Game Engines was Heli

2011-01-27 Thread Thomas Ward
Hi Philip,

You definitely have a point. Although, I know C++ fairly well myself I
don't like using it as much as something like C# .NET just because its
a little too low-level for my liking. As author Jesse Liberty put it
in his book Teach Yourself C# .net in 21 Days, going back to C++ is
like pulling teeth. He has a very good point as C# .net via the .NET
Framework wraps all that low-level stuff in a high-level interface.

For example, as you know and I know, a lot of the Windows API
functions take Unicode character strings. Well, if you have a lot of
anci strings you have to convert them to an unicode wide character
string before passing them to the API function. That's a pain in the
butt. In .net languages you don't have to worry about that problem
because the System::String class can convert between ansci and unicode
quite easily.

Then, there is the issue of memory management and garbage collection.
To be honest the garbage collecter is one of the strong advantages to
using .net languages rather than C++. With C++ you are on your own
unless you write your own garbage collecter to manage garbage
collection in the background.

Anyway, I agree with you. For various reasons writing games in C++ is
a pain. There is no doubt about that. Using a scripting language like
Angelscript or using a .net language as a high-level interface is
obviously a much easier solution all things considered.

Although, I'm curious to know why you don't like .net. There is a lot
i personally like about it, and for Windows programming it makes my
life as a programmer much much easier. There is also Mono, a Mac/Linux
implamentation of .net, which really makes cross-platform development
fairly straight forward for a lot of apps.

As for the BGT documentation I can't honestly remember when the last
time I looked at them was. It was well before 1.0 came out. Maybe beta
3 or beta 4. Something along that lines. As you said, a lot has
changed since then, and I should have looked before saying what I
said.

Cheers!


On 1/27/11, Philip Bennefall phi...@blastbay.com wrote:
 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

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Game Engines was Heli

2011-01-26 Thread Travis Siegel

Except that opensource software is supposed to be recognized as such by folks 
who use it.
Too often, I've found programs that use opensource software, then ignore the 
license requirements 
which state that they should, can, or must mention in their docs that they are 
using said piece of software in their programs.
I've also seen blatent commercial rip-offs of opensource products that are 
obviously nothing more than the opensource program repackaged, and distributed 
as their own product, when this is clearly not the case.
That kind of exploitation is illegal, but bringing anyone to task for such 
things is rough, and
expensive, and usually doesn't happen, and the exploiters know this, which is 
why they do it.
For example, nvda is free and opensource, I saw a company (3 or 4 years ago) 
selling a screen reader of their own, which was clearly nvda, but they had 
renamed it, and charged $250 for it.
That is the kind of thing that is not allowed with opensource products.
Most opensource products (especially libraries) 
request that you mention them in your program documentation, but some of them 
don't require this, simply ask that it be done, but don't demand it.
My own opinion, is that if someone is using a product, especially if it was 
something they're using for profit,
the least they can do is acknowledge where said shortcuts came from, which is 
generally accepted as good and honest practice in the opensource community.
It's mind boggling how many times I see programs using opensource components, 
and there's no mention of such anywhere in the program docs.
Open source is free as in free to use, not free as in free to steal and make 
your own.
Too many commercial entities forget this point, and just rip off opensource to 
line their own pockets, and that's really a shame.

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Game Engines was Heli

2011-01-26 Thread Philip Bennefall

Hi Travis,

Here are my two cents on this. I certainly agree that one should give credit 
where credit is due, but what I don't agree with as a whole on the open 
source market is how a lot of libraries force you to put in a lot of legal 
mumbo jumbo in your documentation rather than just an acknowledgement and a 
link to their website etc. The lgpl is a great example, there you have to 
include a long section on how they don't accept warranty etc. On top of 
this, since I am making an engine, the use of many libraries would force my 
end users to include the same legal garbage in the game that they make with 
my engine. I'm not having that, so I have intentionally chosen libraries 
that don't require you to put credits in the documentation which means that 
I am free to lay them out in a way that suits the format of my application 
and also to not force my users to include anything to do with my internal 
libraries in their game manuals. The bottom line is, I don't mind giving 
credit but I won't use libraries that strictly enforce this.


Kind regards,

Philip Bennefall
- Original Message - 
From: Travis Siegel tsie...@lothlorien.nfbcal.org

To: gamers@audyssey.org
Sent: Wednesday, January 26, 2011 9:39 AM
Subject: Re: [Audyssey] Game Engines was Heli



Except that opensource software is supposed to be recognized as such by 
folks who use it.
Too often, I've found programs that use opensource software, then ignore the 
license requirements
which state that they should, can, or must mention in their docs that they 
are using said piece of software in their programs.
I've also seen blatent commercial rip-offs of opensource products that are 
obviously nothing more than the opensource program repackaged, and 
distributed as their own product, when this is clearly not the case.
That kind of exploitation is illegal, but bringing anyone to task for such 
things is rough, and
expensive, and usually doesn't happen, and the exploiters know this, which 
is why they do it.
For example, nvda is free and opensource, I saw a company (3 or 4 years ago) 
selling a screen reader of their own, which was clearly nvda, but they had 
renamed it, and charged $250 for it.

That is the kind of thing that is not allowed with opensource products.
Most opensource products (especially libraries)
request that you mention them in your program documentation, but some of 
them don't require this, simply ask that it be done, but don't demand it.
My own opinion, is that if someone is using a product, especially if it was 
something they're using for profit,
the least they can do is acknowledge where said shortcuts came from, which 
is generally accepted as good and honest practice in the opensource 
community.
It's mind boggling how many times I see programs using opensource 
components, and there's no mention of such anywhere in the program docs.
Open source is free as in free to use, not free as in free to steal and make 
your own.
Too many commercial entities forget this point, and just rip off opensource 
to line their own pockets, and that's really a shame.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org. 



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Game Engines was Heli

2011-01-26 Thread shaun everiss

I aggree with you.
I enjoy crediting software I use especially other free, comercial or 
opensource software,

Something like I used such and such at such a link.
This software is quite good and I like it.
I may even put a small warenty statement maybe a trademark or 
something, maybe the licence version used for that software, ie gpl 
2.1 and its copywrite and trademark.

At most that is.
Now over that I couldn't be bothered.
Ofcause I could just include the product licencing with the product.
Most os stuff i have used have included the licence for the code they 
are using it on as well as their own licence in seperate files and if 
its that way I don't mind having another seperate file with all the 
stuff in it.

However coppying it all into manuals is not what I care for
However if I have to put a note about aggreeing to stuff in 
coppying.txt or something or to read it I can handle that.


And ofcause as long as i used the same thing I could just shove all 
the licences into one file, and as long as I kept those I could be cool

THe issue would be if I had to change libs or something like that.
At 07:00 a.m. 27/01/2011, you wrote:

Hi Travis,

Here are my two cents on this. I certainly agree that one should 
give credit where credit is due, but what I don't agree with as a 
whole on the open source market is how a lot of libraries force you 
to put in a lot of legal mumbo jumbo in your documentation rather 
than just an acknowledgement and a link to their website etc. The 
lgpl is a great example, there you have to include a long section on 
how they don't accept warranty etc. On top of this, since I am 
making an engine, the use of many libraries would force my end users 
to include the same legal garbage in the game that they make with my 
engine. I'm not having that, so I have intentionally chosen 
libraries that don't require you to put credits in the documentation 
which means that I am free to lay them out in a way that suits the 
format of my application and also to not force my users to include 
anything to do with my internal libraries in their game manuals. The 
bottom line is, I don't mind giving credit but I won't use libraries 
that strictly enforce this.


Kind regards,

Philip Bennefall
- Original Message - From: Travis Siegel 
tsie...@lothlorien.nfbcal.org

To: gamers@audyssey.org
Sent: Wednesday, January 26, 2011 9:39 AM
Subject: Re: [Audyssey] Game Engines was Heli



Except that opensource software is supposed to be recognized as such 
by folks who use it.
Too often, I've found programs that use opensource software, then 
ignore the license requirements
which state that they should, can, or must mention in their docs 
that they are using said piece of software in their programs.
I've also seen blatent commercial rip-offs of opensource products 
that are obviously nothing more than the opensource program 
repackaged, and distributed as their own product, when this is 
clearly not the case.
That kind of exploitation is illegal, but bringing anyone to task 
for such things is rough, and
expensive, and usually doesn't happen, and the exploiters know this, 
which is why they do it.
For example, nvda is free and opensource, I saw a company (3 or 4 
years ago) selling a screen reader of their own, which was clearly 
nvda, but they had renamed it, and charged $250 for it.

That is the kind of thing that is not allowed with opensource products.
Most opensource products (especially libraries)
request that you mention them in your program documentation, but 
some of them don't require this, simply ask that it be done, but 
don't demand it.
My own opinion, is that if someone is using a product, especially if 
it was something they're using for profit,
the least they can do is acknowledge where said shortcuts came from, 
which is generally accepted as good and honest practice in the 
opensource community.
It's mind boggling how many times I see programs using opensource 
components, and there's no mention of such anywhere in the program docs.
Open source is free as in free to use, not free as in free to steal 
and make your own.
Too many commercial entities forget this point, and just rip off 
opensource to line their own pockets, and that's really a shame.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All

Re: [Audyssey] Game Engines was Heli

2011-01-25 Thread Philip Bennefall

Hi Thomas,

I certainly don't think that your engine is not marketable just because BGT 
is around. I'm sure you do things totally differently as compared to myself 
and BGT, and so your engine might appeal to some where BGT has not done so 
and the other way around. I would definitely say that you should give it a 
try, and ignore BGT's presence in that sense. Besides, if we do end up 
competing, that's a good thing in itself. Competition provides insentive for 
both of us to make our engines the very best they can be, and then let the 
end user decide.


Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 24, 2011 4:56 AM
Subject: Re: [Audyssey] Game Engines was Heli


Hi Philip,

Philip wrote:

I'm neither for or against open source software. I am very thankful to
those who write open source libraries and allow them to be used in
commercial applications,
as that speeds up my own development by about 500 %. But I would never
make any of my games open source because of the simple fact that I
don't want people
to mess around with or steal my source code. I have spent a
considerable sum of money outsourcing a lot of the core parts of my
game engine and so it would
be utter foolishness for me to simply throw that money in the sea as
we say in Sweden. It is for the same reason that I protect my sounds
from being altered
or stolen, because I don't want the investments I have made in that
department to simply be exploited. I'm happy to provide my game engine
along with some
open source components to do trivial things such as my menu class, my
sound pool class to handle audio environments, my number speaker class
to intelligently
concatenate sound files to have numbers spoken, etc etc. But the real
code is protected and always will be.

My reply:

I know exactly how you feel. I just spent the last two/three years
writing the Genesis 3D Engine in order to produce games like Mysteries
of the Ancients, Raceway, etc and now that it is ready for production
I hate the thought of just handing the source code over to anyone who
wants it. Oh, I've considered a time or two of releasing an open
source version, but in the end my rationality is the same is yours. I
spent both time and money working on this engine and I don't want my
work to be taken and used without any kind of financial compensation.
With a GPL license someone could take my engine, modify it, keep it
open source, and make money off of creating games with it without
paying me royalties etc. I think after a lot of time, money, and work
involved I should get a little money off of my engine. Although, with
BGT sales I don't think there is much of a market for G3D now anyway.


Cheers! 



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Game Engines was Heli

2011-01-23 Thread Rynhardt Kruger
Hi Thomas and others,

Just a few points from a probably biased user :-)
I think the idea of Open Source Software are generally miss understood.
Part of that may be because of the fact that certain groups prefer to call it 
Free Software, which is associated with 
freeware.
Open source software is not freeware and will never be. The idea of Open Source 
Software is just that the source code 
should be open and available to any one who would like to study or modify it. 
That is also the reason that many people 
including myself prefer to use Linux. If I want my computer to say hello 
every time it begins the boot process, I can 
do so without having to edit some binary file with a hex editor. Also it 
encourage the studying of source code. Thus 
if someone enters the audio gaming community, he/she can immediately find out 
how a game engine works for instance 
without having to reinvent the wheel. Some people think that open source 
software grows faster than other software, but 
that is mostly open for debate.
Nothing prevents one from selling a program under the GPL, although your users 
must receive the same rights under the 
GPL, and can for instance sell it themselves, modify it or just give it away. 
One thing I've thought  about is to put 
the game itself under an open source license, and sell the sounds and/or music.

Take care,

Rynhardt

* Thomas Ward thomasward1...@gmail.com [110123 04:53]:
 Hi Philip,
 
 That is very good to know. As I mentioned in my earlier message to the
 list I'm currently looking at replacing one of my computers with a
 Mac. Recently my old desktop, we used as a family computer, gave up
 the ghost over the Christmas holidays. Now, my wife and I are in the
 process of discussing replacing it. If we do decide to replace it with
 a Mac I'll be interested in porting my current projects, including the
 Genesis 3D Engine,  to Mac OS. If you happen to release a copy of BGT
 for Mac before I get there I'd probably consider buying a license for
 the port.
 
 However, that said the APIs for Linux and the APIs for Mac OS are not
 that different. For example, I have a rough idea of how I'm going to
 create the Mac OS and Linux version of the Genesis Engine. I'll begin
 with writing a middleware library similar to Streemway that wraps
 OpenAL and loads wav, ogg, and other open source file types and mixes
 them with OpenAL. For things like threading, serialization, etc I'll
 use the cross-platform boost library. Finally, input, networking, and
 the window manager will be handled by SDL 1.2. I believe that this
 would provide an excellent basis for any game engine targeting the Mac
 or Linux operating systems.
 
 Although, there is an alternative way of handling this. SFML already
 has a decent networking API, supports OpenAL via sfml-audio, input
 handling is fine, threading works pretty good on Linux, and the only
 complaint I have is the window manager. It works fine on Linux, I hear
 it works fine on Mac, but crashes the OS on Windows. So SFML sounds
 like the best solution for a Mac specific engine, but I wouldn't
 consider SFML for a Windows engine based on its buggy window manager.
 
 Still I agree with you that at this point Mac is a developers second
 choice in terms of operating system to support.  While Linux is fine
 as an operating system most of the Linux users I know left Linux in
 favor of the Mac. Plus because Mac OS is a commercial operating system
  the majority of the people using it are willing to pay money for
 commercial software. All too many Linux users I know are hung up on
 the free and open source view and absolutely refuse to pay for
 commercial software in any way, shape, or form. They expect software
 for Linux to remain free, open source, and without commercial
 licensing. That is unrealistic considering the fact I have to license
 music, sounds, and so on that costs me hundreds of dollars per game.
 The Marxist view that all software should be free, shared, community
 property is fine to a certain point, but doesn't work if we are
 dealing with capitalist companies out to make a buck for everything.
 Therefore since we live in a capitalist society I have to run my
 software company that way to make a buck myself to continue producing
 said products.
 
 In short, I agree with you. Mac is probably my next choice as well. It
 has nothing to do with weather I like Linux or not. I've just
 concluded the money isn't really in it. Between the fact there are
 less users their and the fact too many are hung up on Marxist idiology
 it will be very hard to market a commercial product there. If I can
 produce Linux versions inexpensively and make a few extra on it fine,
 but Mac and Windows seam to me to be the most financially viable
 markets long term.
 
 HTH
 
 
 On 1/22/11, Philip Bennefall phi...@blastbay.com wrote:
  Hi Thomas,
 
  Just to enter in this discussion a little. I am actually considering buying
  a Mac when I have enough money saved up. I'm not very 

Re: [Audyssey] Game Engines was Heli

2011-01-23 Thread Philip Bennefall

Hi Thomas and Rhynhardt,

I'm neither for or against open source software. I am very thankful to those 
who write open source libraries and allow them to be used in commercial 
applications, as that speeds up my own development by about 500 %. But I 
would never make any of my games open source because of the simple fact that 
I don't want people to mess around with or steal my source code. I have 
spent a considerable sum of money outsourcing a lot of the core parts of my 
game engine and so it would be utter foolishness for me to simply throw that 
money in the sea as we say in Sweden. It is for the same reason that I 
protect my sounds from being altered or stolen, because I don't want the 
investments I have made in that department to simply be exploited. I'm happy 
to provide my game engine along with some open source components to do 
trivial things such as my menu class, my sound pool class to handle audio 
environments, my number speaker class to intelligently concatenate sound 
files to have numbers spoken, etc etc. But the real code is protected and 
always will be.


For my Mac port when the time comes, I will probably be using CoreAudio 
directly. For networking I can stick with what I already have, since ENet 
fits the bill for BGT perfectly and already works on Mac OS as far as I'm 
aware. The same goes for AngelScript.


Kind regards,

Philip Bennefall
- Original Message - 
From: Rynhardt Kruger rynkru...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 23, 2011 2:50 PM
Subject: Re: [Audyssey] Game Engines was Heli


Hi Thomas and others,

Just a few points from a probably biased user :-)
I think the idea of Open Source Software are generally miss understood.
Part of that may be because of the fact that certain groups prefer to call 
it Free Software, which is associated with

freeware.
Open source software is not freeware and will never be. The idea of Open 
Source Software is just that the source code
should be open and available to any one who would like to study or modify 
it. That is also the reason that many people
including myself prefer to use Linux. If I want my computer to say hello 
every time it begins the boot process, I can
do so without having to edit some binary file with a hex editor. Also it 
encourage the studying of source code. Thus
if someone enters the audio gaming community, he/she can immediately find 
out how a game engine works for instance
without having to reinvent the wheel. Some people think that open source 
software grows faster than other software, but

that is mostly open for debate.
Nothing prevents one from selling a program under the GPL, although your 
users must receive the same rights under the
GPL, and can for instance sell it themselves, modify it or just give it 
away. One thing I've thought  about is to put
the game itself under an open source license, and sell the sounds and/or 
music.


Take care,

Rynhardt

* Thomas Ward thomasward1...@gmail.com [110123 04:53]:

Hi Philip,

That is very good to know. As I mentioned in my earlier message to the
list I'm currently looking at replacing one of my computers with a
Mac. Recently my old desktop, we used as a family computer, gave up
the ghost over the Christmas holidays. Now, my wife and I are in the
process of discussing replacing it. If we do decide to replace it with
a Mac I'll be interested in porting my current projects, including the
Genesis 3D Engine,  to Mac OS. If you happen to release a copy of BGT
for Mac before I get there I'd probably consider buying a license for
the port.

However, that said the APIs for Linux and the APIs for Mac OS are not
that different. For example, I have a rough idea of how I'm going to
create the Mac OS and Linux version of the Genesis Engine. I'll begin
with writing a middleware library similar to Streemway that wraps
OpenAL and loads wav, ogg, and other open source file types and mixes
them with OpenAL. For things like threading, serialization, etc I'll
use the cross-platform boost library. Finally, input, networking, and
the window manager will be handled by SDL 1.2. I believe that this
would provide an excellent basis for any game engine targeting the Mac
or Linux operating systems.

Although, there is an alternative way of handling this. SFML already
has a decent networking API, supports OpenAL via sfml-audio, input
handling is fine, threading works pretty good on Linux, and the only
complaint I have is the window manager. It works fine on Linux, I hear
it works fine on Mac, but crashes the OS on Windows. So SFML sounds
like the best solution for a Mac specific engine, but I wouldn't
consider SFML for a Windows engine based on its buggy window manager.

Still I agree with you that at this point Mac is a developers second
choice in terms of operating system to support.  While Linux is fine
as an operating system most of the Linux users I know left Linux in
favor of the Mac. Plus because Mac OS is a commercial operating

Re: [Audyssey] Game Engines was Heli

2011-01-23 Thread Rynhardt Kruger
Hi Philip,

 ... But I would never make any of my games open source
 because of the simple fact that I don't want people to mess around
 with or steal my source code. ...
snip

Indeed that is your choice. Actually by using angelscript in BGT you make it 
available to a wide audience for testing 
and thus contributing indirectly to it's development.

I hope I didn't came across as advocating in my original message. I was just 
stating the other side of the argument.
Maybe I was advocating a bit, but that's my choice as well. smile

Take care,

Rynhardt

* Philip Bennefall phi...@blastbay.com [110123 16:13]:
 Hi Thomas and Rhynhardt,
 
 I'm neither for or against open source software. I am very thankful
 to those who write open source libraries and allow them to be used
 in commercial applications, as that speeds up my own development by
 about 500 %. But I would never make any of my games open source
 because of the simple fact that I don't want people to mess around
 with or steal my source code. I have spent a considerable sum of
 money outsourcing a lot of the core parts of my game engine and so
 it would be utter foolishness for me to simply throw that money in
 the sea as we say in Sweden. It is for the same reason that I
 protect my sounds from being altered or stolen, because I don't want
 the investments I have made in that department to simply be
 exploited. I'm happy to provide my game engine along with some open
 source components to do trivial things such as my menu class, my
 sound pool class to handle audio environments, my number speaker
 class to intelligently concatenate sound files to have numbers
 spoken, etc etc. But the real code is protected and always will be.
 
 For my Mac port when the time comes, I will probably be using
 CoreAudio directly. For networking I can stick with what I already
 have, since ENet fits the bill for BGT perfectly and already works
 on Mac OS as far as I'm aware. The same goes for AngelScript.
 
 Kind regards,
 
 Philip Bennefall
 - Original Message - From: Rynhardt Kruger
 rynkru...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, January 23, 2011 2:50 PM
 Subject: Re: [Audyssey] Game Engines was Heli
 
 
 Hi Thomas and others,
 
 Just a few points from a probably biased user :-)
 I think the idea of Open Source Software are generally miss understood.
 Part of that may be because of the fact that certain groups prefer
 to call it Free Software, which is associated with
 freeware.
 Open source software is not freeware and will never be. The idea of
 Open Source Software is just that the source code
 should be open and available to any one who would like to study or
 modify it. That is also the reason that many people
 including myself prefer to use Linux. If I want my computer to say
 hello every time it begins the boot process, I can
 do so without having to edit some binary file with a hex editor.
 Also it encourage the studying of source code. Thus
 if someone enters the audio gaming community, he/she can immediately
 find out how a game engine works for instance
 without having to reinvent the wheel. Some people think that open
 source software grows faster than other software, but
 that is mostly open for debate.
 Nothing prevents one from selling a program under the GPL, although
 your users must receive the same rights under the
 GPL, and can for instance sell it themselves, modify it or just give
 it away. One thing I've thought  about is to put
 the game itself under an open source license, and sell the sounds
 and/or music.
 
 Take care,
 
 Rynhardt
 
 * Thomas Ward thomasward1...@gmail.com [110123 04:53]:
 Hi Philip,
 
 That is very good to know. As I mentioned in my earlier message to the
 list I'm currently looking at replacing one of my computers with a
 Mac. Recently my old desktop, we used as a family computer, gave up
 the ghost over the Christmas holidays. Now, my wife and I are in the
 process of discussing replacing it. If we do decide to replace it with
 a Mac I'll be interested in porting my current projects, including the
 Genesis 3D Engine,  to Mac OS. If you happen to release a copy of BGT
 for Mac before I get there I'd probably consider buying a license for
 the port.
 
 However, that said the APIs for Linux and the APIs for Mac OS are not
 that different. For example, I have a rough idea of how I'm going to
 create the Mac OS and Linux version of the Genesis Engine. I'll begin
 with writing a middleware library similar to Streemway that wraps
 OpenAL and loads wav, ogg, and other open source file types and mixes
 them with OpenAL. For things like threading, serialization, etc I'll
 use the cross-platform boost library. Finally, input, networking, and
 the window manager will be handled by SDL 1.2. I believe that this
 would provide an excellent basis for any game engine targeting the Mac
 or Linux operating systems.
 
 Although, there is an alternative way of handling this. SFML already
 has

Re: [Audyssey] Game Engines was Heli

2011-01-23 Thread Philip Bennefall

Hi Rynhardt,

Oh I think I expressed myself carelessly. I have sent off a lot of bug 
reports to Andreas, the creator of AngelScript, and so I have definitely 
done what I can to make the library more stable by testing it myself as well 
as letting all my users test it of course. This benefits both myself, my 
customers, Andreas and all his other AngelScript users, and is a splended 
thing. What I was trying to say was that I would not myself want to lead an 
open source project of the same scale as I can see no way to justify the 
time and money that would have to go into it.


Kind regards,

Philip Bennefall
- Original Message - 
From: Rynhardt Kruger rynkru...@gmail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 23, 2011 3:48 PM
Subject: Re: [Audyssey] Game Engines was Heli


Hi Philip,


... But I would never make any of my games open source
because of the simple fact that I don't want people to mess around
with or steal my source code. ...

snip

Indeed that is your choice. Actually by using angelscript in BGT you make it 
available to a wide audience for testing

and thus contributing indirectly to it's development.

I hope I didn't came across as advocating in my original message. I was just 
stating the other side of the argument.

Maybe I was advocating a bit, but that's my choice as well. smile

Take care,

Rynhardt

* Philip Bennefall phi...@blastbay.com [110123 16:13]:

Hi Thomas and Rhynhardt,

I'm neither for or against open source software. I am very thankful
to those who write open source libraries and allow them to be used
in commercial applications, as that speeds up my own development by
about 500 %. But I would never make any of my games open source
because of the simple fact that I don't want people to mess around
with or steal my source code. I have spent a considerable sum of
money outsourcing a lot of the core parts of my game engine and so
it would be utter foolishness for me to simply throw that money in
the sea as we say in Sweden. It is for the same reason that I
protect my sounds from being altered or stolen, because I don't want
the investments I have made in that department to simply be
exploited. I'm happy to provide my game engine along with some open
source components to do trivial things such as my menu class, my
sound pool class to handle audio environments, my number speaker
class to intelligently concatenate sound files to have numbers
spoken, etc etc. But the real code is protected and always will be.

For my Mac port when the time comes, I will probably be using
CoreAudio directly. For networking I can stick with what I already
have, since ENet fits the bill for BGT perfectly and already works
on Mac OS as far as I'm aware. The same goes for AngelScript.

Kind regards,

Philip Bennefall
- Original Message - From: Rynhardt Kruger
rynkru...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 23, 2011 2:50 PM
Subject: Re: [Audyssey] Game Engines was Heli


Hi Thomas and others,

Just a few points from a probably biased user :-)
I think the idea of Open Source Software are generally miss understood.
Part of that may be because of the fact that certain groups prefer
to call it Free Software, which is associated with
freeware.
Open source software is not freeware and will never be. The idea of
Open Source Software is just that the source code
should be open and available to any one who would like to study or
modify it. That is also the reason that many people
including myself prefer to use Linux. If I want my computer to say
hello every time it begins the boot process, I can
do so without having to edit some binary file with a hex editor.
Also it encourage the studying of source code. Thus
if someone enters the audio gaming community, he/she can immediately
find out how a game engine works for instance
without having to reinvent the wheel. Some people think that open
source software grows faster than other software, but
that is mostly open for debate.
Nothing prevents one from selling a program under the GPL, although
your users must receive the same rights under the
GPL, and can for instance sell it themselves, modify it or just give
it away. One thing I've thought  about is to put
the game itself under an open source license, and sell the sounds
and/or music.

Take care,

Rynhardt

* Thomas Ward thomasward1...@gmail.com [110123 04:53]:
Hi Philip,

That is very good to know. As I mentioned in my earlier message to the
list I'm currently looking at replacing one of my computers with a
Mac. Recently my old desktop, we used as a family computer, gave up
the ghost over the Christmas holidays. Now, my wife and I are in the
process of discussing replacing it. If we do decide to replace it with
a Mac I'll be interested in porting my current projects, including the
Genesis 3D Engine,  to Mac OS. If you happen to release a copy of BGT
for Mac before I get there I'd probably consider buying

Re: [Audyssey] Game Engines was Heli

2011-01-23 Thread Thomas Ward
Hi Rynhardt,

Rinhardt wrote:

I think the idea of Open Source Software is generally miss understood.
Part of that may be because of the fact that certain groups prefer to
call it Free Software, which is associated with freeware.

My response:

Agreed. I use Linux myself, have done so for a long time, but unlike a
lot of people I've actually read the various license agreements. I
pretty much understand where the General Public License stands on
various issues, but I don't think your average Joe and Jane does. It
is just legal mumbo jumbo to them. They prefer to think of Linux as
a free OS when there certainly are commercial distros like Mandriva,
Suse, Red Hat, etc that make money off of selling the books, cds, and
technical support. It is just that the sourse code is available on
demand if you want it. Unfortunately, based on my discussions with
several Linux users on various mailing list they are under some
illusion that Linux is free and therefore all software for it should
be free too.


Rynhardt wrote:

Open source software is not freeware and will never be. The idea of
Open Source Software is just that the source code
should be open and available to any one who would like to study or
modify it. That is also the reason that many people
including myself prefer to use Linux. If I want my computer to say
hello every time it begins the boot process, I can
do so without having to edit some binary file with a hex editor. Also
it encourage the studying of source code. Thus
if someone enters the audio gaming community, he/she can immediately
find out how a game engine works for instance
without having to reinvent the wheel.


My reply:

Yes, that's exactly what interested me about Linux as well. If there
is something I wanted to modify I could make a change in the source,
recompile it with gcc, and happily go on my way with my custom
program/OS. Admitedly though, this advantage of having the source is
really only useful if you are a programmer with the skills to
modify'/study it in the first place. For the average Joe/Jane Linux
software is often viewed as freeware, and insist that products for
Linux remain freeware etc even though that isn't the intent of the
GPL.


Rynhardt wrote:

One thing I've thought  about is to put
the game itself under an open source license, and sell the sounds and/or music.


My reply:

That works. I've seen a few games do that. For example, after Loki
Games bit the dust ID Software decided to make Quake I open source,
putting the source code in the public domain, but the sounds, music,
and graphics were under a separate license.

There is a lot of advantages to doing this. One, you are still
offering the software itself under a open source license allowing
potential game developers to use your engine, code, etc for future
projects. Second, since the multimedia is under a separate license you
can sell the game giving the software away for free but make your
money off of the graphics, sounds, and music. The multimedia would be
held under standard copyrights while the software is public domain. It
is an interesting way of bridging the gap between open source and
commercial software. Unfortunately, if there is any kind of product
key system etc that can't be released as open source otherwise it
would compromise licensing the software.


Cheers!

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


[Audyssey] Game Engines was Heli

2011-01-22 Thread Thomas Ward
Hi Philip,

That is very good to know. As I mentioned in my earlier message to the
list I'm currently looking at replacing one of my computers with a
Mac. Recently my old desktop, we used as a family computer, gave up
the ghost over the Christmas holidays. Now, my wife and I are in the
process of discussing replacing it. If we do decide to replace it with
a Mac I'll be interested in porting my current projects, including the
Genesis 3D Engine,  to Mac OS. If you happen to release a copy of BGT
for Mac before I get there I'd probably consider buying a license for
the port.

However, that said the APIs for Linux and the APIs for Mac OS are not
that different. For example, I have a rough idea of how I'm going to
create the Mac OS and Linux version of the Genesis Engine. I'll begin
with writing a middleware library similar to Streemway that wraps
OpenAL and loads wav, ogg, and other open source file types and mixes
them with OpenAL. For things like threading, serialization, etc I'll
use the cross-platform boost library. Finally, input, networking, and
the window manager will be handled by SDL 1.2. I believe that this
would provide an excellent basis for any game engine targeting the Mac
or Linux operating systems.

Although, there is an alternative way of handling this. SFML already
has a decent networking API, supports OpenAL via sfml-audio, input
handling is fine, threading works pretty good on Linux, and the only
complaint I have is the window manager. It works fine on Linux, I hear
it works fine on Mac, but crashes the OS on Windows. So SFML sounds
like the best solution for a Mac specific engine, but I wouldn't
consider SFML for a Windows engine based on its buggy window manager.

Still I agree with you that at this point Mac is a developers second
choice in terms of operating system to support.  While Linux is fine
as an operating system most of the Linux users I know left Linux in
favor of the Mac. Plus because Mac OS is a commercial operating system
 the majority of the people using it are willing to pay money for
commercial software. All too many Linux users I know are hung up on
the free and open source view and absolutely refuse to pay for
commercial software in any way, shape, or form. They expect software
for Linux to remain free, open source, and without commercial
licensing. That is unrealistic considering the fact I have to license
music, sounds, and so on that costs me hundreds of dollars per game.
The Marxist view that all software should be free, shared, community
property is fine to a certain point, but doesn't work if we are
dealing with capitalist companies out to make a buck for everything.
Therefore since we live in a capitalist society I have to run my
software company that way to make a buck myself to continue producing
said products.

In short, I agree with you. Mac is probably my next choice as well. It
has nothing to do with weather I like Linux or not. I've just
concluded the money isn't really in it. Between the fact there are
less users their and the fact too many are hung up on Marxist idiology
it will be very hard to market a commercial product there. If I can
produce Linux versions inexpensively and make a few extra on it fine,
but Mac and Windows seam to me to be the most financially viable
markets long term.

HTH


On 1/22/11, Philip Bennefall phi...@blastbay.com wrote:
 Hi Thomas,

 Just to enter in this discussion a little. I am actually considering buying
 a Mac when I have enough money saved up. I'm not very interested in Linux,
 so I believe that when I do eventually begin the work of porting BGT to
 another platform it'll be on Mac to start with.

 Kind regards,

 Philip Bennefall

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.