Re: [Audyssey] Progress on the Blastbay game creation tool (Bgt)

2010-02-13 Thread Philip Bennefall

Hi Thomas,

Yes, absolutely. The engine is built in such a way so that core components 
are linked as little as possible which means that it's very easy to change 
one of them internally as long as its public interface remains relatively 
unchanged. It would be a bit of a hassle to port the DirectSound code to XNA 
but I'm sure I'll get around to it eventually, at least once we get to the 
point where not many people are using Xp anymore.


Of course, Bgt being a scripting engine it is not as fast as C++ but the 
idea is to keep all the heavy processing such as the internal sound 
management and multithreading entirely hidden from the user. In short, all 
the CPU critical code is still compiled from C++ and so it has no 
performance penalty. To give you an example, the following Bgt script runs 
for 1.12 seconds average on my machine.


void main()
{
show_game_window("My Test");
alert("Starting", "Starting loop.");
long x=0;
timer counter;
while(x<100)
{
string test="Ha, I'll write to you!";
x+=1;
}
long time_spent=counter.elapsed;
alert("Finished", "Loop finished! It took " + time_spent + " 
milliseconds.");

}

This, I think, is pretty reasonable for a scripting language all things 
considered.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, February 13, 2010 7:05 AM
Subject: Re: [Audyssey] Progress on the Blastbay game creation tool (Bgt)



Hi Philip,
Yes, in deed. I've noticed a big difference in over all performance
and stability since rewriting Mysteries of the Ancients in C++, and
despite the current bugs the C++ version is ultimately going to be
much faster and more stable in the long run. Without a doubt C++ is
over all the best language for game development even if it isn't the
easiest or quickest solution. I can't honestly see myself going back
to Python, C# .Net, or Visual Basic .Net for game development as those
languages just have too much over head to make an effectively stable
and high end game such as I'm looking at creating. Your BGT toolkit is
really the right solution for everyone. It has all of the inate power
of C++ and Microsoft DirectX without all the work involved in learning
and writing a complete C++ application from scratch.
One other thing I can already see as a huge bonus is that you've
designed this thing using common core Windows components that are
already available on Windows XP, Vista, and Windows 7. That gives it a
long term support cycle without need for major upgrades for the next
few years. Other game developers haven't adopted your design strategy,
used a language such as Visual Basic 6, etc and now are facing
uncertainty of how long their software will continue to be supported
on new Windows versions.
For example, the GMA Engine, which was state-of-the-art a few years
ago is really showing its age, and you now need to manually install
the Visual Basic 6 runtime and missing DirectX components to even get
it to work on Windows 7. No one knows how long those libraries will
continue to be supported by Windows, and at what point every game and
program written using Visual Basic 6 will no longer function. So the
GMA Engine has an uncertain future and those games may have to have a
major upgrade to VB .Net or something in the future.
However, your BGT toolkit is written in C++ using common core
components. It is true DirectX 8 is now only provided on Windows 7 as
legacy support, but if Microsoft should remove those libraries in a
ffuture release of Windows I'm sure your toolkit is designed in such a
way you could switch it over to the XNA C++ libraries and keep on
moving along. That's the advantage C++ has over Visual Basic or any of
these other languages. If a certainc component becomes deprecated, is
removed from an operating system, you can just rewrite that part of
the code, recompile your games, and be back in business.

Cheers!

On 2/12/10, Philip Bennefall  wrote:

Hi Thomas,

My reasoning is this. Yes, C++ is the best language in which to develop
games in my opinion but it's not necessarily the fastest. With this 
approach
one effectively combines the speed of C++ with the flexibility of a 
modern

scripting language as all the CPU intensive stuff is actually done in the
engine, or most of it anyway. Thus, I'll be developing my own games using
this engine as well once it reaches a stable enough stage.

Kind regards,

Philip Bennefall


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Re: [Audyssey] Progress on the Blastbay game creation tool (Bgt)

2010-02-12 Thread Thomas Ward
Hi Philip,
Yes, in deed. I've noticed a big difference in over all performance
and stability since rewriting Mysteries of the Ancients in C++, and
despite the current bugs the C++ version is ultimately going to be
much faster and more stable in the long run. Without a doubt C++ is
over all the best language for game development even if it isn't the
easiest or quickest solution. I can't honestly see myself going back
to Python, C# .Net, or Visual Basic .Net for game development as those
languages just have too much over head to make an effectively stable
and high end game such as I'm looking at creating. Your BGT toolkit is
really the right solution for everyone. It has all of the inate power
of C++ and Microsoft DirectX without all the work involved in learning
and writing a complete C++ application from scratch.
One other thing I can already see as a huge bonus is that you've
designed this thing using common core Windows components that are
already available on Windows XP, Vista, and Windows 7. That gives it a
long term support cycle without need for major upgrades for the next
few years. Other game developers haven't adopted your design strategy,
used a language such as Visual Basic 6, etc and now are facing
uncertainty of how long their software will continue to be supported
on new Windows versions.
For example, the GMA Engine, which was state-of-the-art a few years
ago is really showing its age, and you now need to manually install
the Visual Basic 6 runtime and missing DirectX components to even get
it to work on Windows 7. No one knows how long those libraries will
continue to be supported by Windows, and at what point every game and
program written using Visual Basic 6 will no longer function. So the
GMA Engine has an uncertain future and those games may have to have a
major upgrade to VB .Net or something in the future.
However, your BGT toolkit is written in C++ using common core
components. It is true DirectX 8 is now only provided on Windows 7 as
legacy support, but if Microsoft should remove those libraries in a
ffuture release of Windows I'm sure your toolkit is designed in such a
way you could switch it over to the XNA C++ libraries and keep on
moving along. That's the advantage C++ has over Visual Basic or any of
these other languages. If a certainc component becomes deprecated, is
removed from an operating system, you can just rewrite that part of
the code, recompile your games, and be back in business.

Cheers!

On 2/12/10, Philip Bennefall  wrote:
> Hi Thomas,
>
> My reasoning is this. Yes, C++ is the best language in which to develop
> games in my opinion but it's not necessarily the fastest. With this approach
> one effectively combines the speed of C++ with the flexibility of a modern
> scripting language as all the CPU intensive stuff is actually done in the
> engine, or most of it anyway. Thus, I'll be developing my own games using
> this engine as well once it reaches a stable enough stage.
>
> Kind regards,
>
> Philip Bennefall

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Re: [Audyssey] Progress on the Blastbay game creation tool (Bgt)

2010-02-11 Thread Philip Bennefall

Hi Thomas,

My reasoning is this. Yes, C++ is the best language in which to develop 
games in my opinion but it's not necessarily the fastest. With this approach 
one effectively combines the speed of C++ with the flexibility of a modern 
scripting language as all the CPU intensive stuff is actually done in the 
engine, or most of it anyway. Thus, I'll be developing my own games using 
this engine as well once it reaches a stable enough stage.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, February 12, 2010 4:30 AM
Subject: Re: [Audyssey] Progress on the Blastbay game creation tool (Bgt)



Hi philip,
Sounds great. Can't wait until this thing is available for developers
to test. Even though I'm a C++ developer myself I do see the advantage
of using a tool like this for rapid game development.  Plus you've
added a lot of extra security features like the ability to protect
sounds and music, support ogg files, so this toolkit sounds like it
will rock for future games for the blind.

Cheers!

On 2/11/10, Philip Bennefall  wrote:

Hi folks,

I just wanted to update you all on the progress of the game creation 
engine

that I spoke of back in October. It has been slowed down due to some
difficulties with the script interpreter, but they are all resolved now 
and
development can continue rapidly. In short, the language has C++ syntax 
but
with several simplifications such as a large number of prewritten 
functions

that allow you to get things like audio, keyboard input, file reading and
writing, artificial intelligence etc, up and running in no time. You also
have automatic memory management built in so you need not worry about
freeing the resources that you have claimed, unless you want to be a 
little

efficient and free things when you know that they are not being used
anymore.

The tool will feature a bunch of playable example games as well as ready 
to
use templates that one can just import and then customize. For example 
there
will be a sidescroller template so that you can make games such as Q9 
very

quickly with predefined enemy behavior that you can control, customizable
levels and objects etc etc. Thus, it is possible for a skilled Bgt user 
to
write their own games from scratch or even their own templates for others 
to

use, while the more inexperienced user can start from and modify existing
templates to construct a game with relative ease.

And of course, one is able to compile a finished script into a 
stand-alone

executable with no dependencies other than Direct X and, well, Microsoft
Windows. This executable can then be distributed along with your sounds 
and

documentation either in a portable fashion as to be usable from a flash
drive, or you can use an installation builder such as InnoSetup to 
generate

a standard installation program for it.

So that's it for now. Just thought I'd let you know how things stand... 
Keep

your eyes and ears open!

Kind regards,

Philip Bennefall
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Re: [Audyssey] Progress on the Blastbay game creation tool (Bgt)

2010-02-11 Thread william lomas
when do you hope to have a demo out for evaluation purposes?

On 12 Feb 2010, at 05:33, dark wrote:

> Nice going indeed philip!
> 
> I'll look forward to seeing how things work,  pluss seeing everyone 
> creating new games.
> 
> Beware the grue!
> 
> Dark.
> - Original Message - From: "Philip Bennefall" 
> To: "Gamers Discussion list" 
> Sent: Thursday, February 11, 2010 10:10 PM
> Subject: [Audyssey] Progress on the Blastbay game creation tool (Bgt)
> 
> 
>> Hi folks,
>> 
>> I just wanted to update you all on the progress of the game creation engine 
>> that I spoke of back in October. It has been slowed down due to some 
>> difficulties with the script interpreter, but they are all resolved now and 
>> development can continue rapidly. In short, the language has C++ syntax but 
>> with several simplifications such as a large number of prewritten functions 
>> that allow you to get things like audio, keyboard input, file reading and 
>> writing, artificial intelligence etc, up and running in no time. You also 
>> have automatic memory management built in so you need not worry about 
>> freeing the resources that you have claimed, unless you want to be a little 
>> efficient and free things when you know that they are not being used anymore.
>> 
>> The tool will feature a bunch of playable example games as well as ready to 
>> use templates that one can just import and then customize. For example there 
>> will be a sidescroller template so that you can make games such as Q9 very 
>> quickly with predefined enemy behavior that you can control, customizable 
>> levels and objects etc etc. Thus, it is possible for a skilled Bgt user to 
>> write their own games from scratch or even their own templates for others to 
>> use, while the more inexperienced user can start from and modify existing 
>> templates to construct a game with relative ease.
>> 
>> And of course, one is able to compile a finished script into a stand-alone 
>> executable with no dependencies other than Direct X and, well, Microsoft 
>> Windows. This executable can then be distributed along with your sounds and 
>> documentation either in a portable fashion as to be usable from a flash 
>> drive, or you can use an installation builder such as InnoSetup to generate 
>> a standard installation program for it.
>> 
>> So that's it for now. Just thought I'd let you know how things stand... Keep 
>> your eyes and ears open!
>> 
>> Kind regards,
>> 
>> Philip Bennefall
>> ---
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>> 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.
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>> http://www.mail-archive.com/gam...@audyssey.org.
>> If you have any questions or concerns regarding the management of the list,
>> please send E-mail to gamers-ow...@audyssey.org. 
> 
> 
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Re: [Audyssey] Progress on the Blastbay game creation tool (Bgt)

2010-02-11 Thread dark

Nice going indeed philip!

I'll look forward to seeing how things work,  pluss seeing everyone 
creating new games.


Beware the grue!

Dark.
- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Thursday, February 11, 2010 10:10 PM
Subject: [Audyssey] Progress on the Blastbay game creation tool (Bgt)



Hi folks,

I just wanted to update you all on the progress of the game creation 
engine that I spoke of back in October. It has been slowed down due to 
some difficulties with the script interpreter, but they are all resolved 
now and development can continue rapidly. In short, the language has C++ 
syntax but with several simplifications such as a large number of 
prewritten functions that allow you to get things like audio, keyboard 
input, file reading and writing, artificial intelligence etc, up and 
running in no time. You also have automatic memory management built in so 
you need not worry about freeing the resources that you have claimed, 
unless you want to be a little efficient and free things when you know 
that they are not being used anymore.


The tool will feature a bunch of playable example games as well as ready 
to use templates that one can just import and then customize. For example 
there will be a sidescroller template so that you can make games such as 
Q9 very quickly with predefined enemy behavior that you can control, 
customizable levels and objects etc etc. Thus, it is possible for a 
skilled Bgt user to write their own games from scratch or even their own 
templates for others to use, while the more inexperienced user can start 
from and modify existing templates to construct a game with relative ease.


And of course, one is able to compile a finished script into a stand-alone 
executable with no dependencies other than Direct X and, well, Microsoft 
Windows. This executable can then be distributed along with your sounds 
and documentation either in a portable fashion as to be usable from a 
flash drive, or you can use an installation builder such as InnoSetup to 
generate a standard installation program for it.


So that's it for now. Just thought I'd let you know how things stand... 
Keep your eyes and ears open!


Kind regards,

Philip Bennefall
---
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Re: [Audyssey] Progress on the Blastbay game creation tool (Bgt)

2010-02-11 Thread Thomas Ward
Hi philip,
Sounds great. Can't wait until this thing is available for developers
to test. Even though I'm a C++ developer myself I do see the advantage
of using a tool like this for rapid game development.  Plus you've
added a lot of extra security features like the ability to protect
sounds and music, support ogg files, so this toolkit sounds like it
will rock for future games for the blind.

Cheers!

On 2/11/10, Philip Bennefall  wrote:
> Hi folks,
>
> I just wanted to update you all on the progress of the game creation engine
> that I spoke of back in October. It has been slowed down due to some
> difficulties with the script interpreter, but they are all resolved now and
> development can continue rapidly. In short, the language has C++ syntax but
> with several simplifications such as a large number of prewritten functions
> that allow you to get things like audio, keyboard input, file reading and
> writing, artificial intelligence etc, up and running in no time. You also
> have automatic memory management built in so you need not worry about
> freeing the resources that you have claimed, unless you want to be a little
> efficient and free things when you know that they are not being used
> anymore.
>
> The tool will feature a bunch of playable example games as well as ready to
> use templates that one can just import and then customize. For example there
> will be a sidescroller template so that you can make games such as Q9 very
> quickly with predefined enemy behavior that you can control, customizable
> levels and objects etc etc. Thus, it is possible for a skilled Bgt user to
> write their own games from scratch or even their own templates for others to
> use, while the more inexperienced user can start from and modify existing
> templates to construct a game with relative ease.
>
> And of course, one is able to compile a finished script into a stand-alone
> executable with no dependencies other than Direct X and, well, Microsoft
> Windows. This executable can then be distributed along with your sounds and
> documentation either in a portable fashion as to be usable from a flash
> drive, or you can use an installation builder such as InnoSetup to generate
> a standard installation program for it.
>
> So that's it for now. Just thought I'd let you know how things stand... Keep
> your eyes and ears open!
>
> 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/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
>

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Re: [Audyssey] Progress on the Blastbay game creation tool (Bgt)

2010-02-11 Thread Willem

I am glad to hear this Philip. Thank you for the update.
- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Friday, February 12, 2010 12:10 AM
Subject: [Audyssey] Progress on the Blastbay game creation tool (Bgt)



Hi folks,

I just wanted to update you all on the progress of the game creation 
engine that I spoke of back in October. It has been slowed down due to 
some difficulties with the script interpreter, but they are all resolved 
now and development can continue rapidly. In short, the language has C++ 
syntax but with several simplifications such as a large number of 
prewritten functions that allow you to get things like audio, keyboard 
input, file reading and writing, artificial intelligence etc, up and 
running in no time. You also have automatic memory management built in so 
you need not worry about freeing the resources that you have claimed, 
unless you want to be a little efficient and free things when you know 
that they are not being used anymore.


The tool will feature a bunch of playable example games as well as ready 
to use templates that one can just import and then customize. For example 
there will be a sidescroller template so that you can make games such as 
Q9 very quickly with predefined enemy behavior that you can control, 
customizable levels and objects etc etc. Thus, it is possible for a 
skilled Bgt user to write their own games from scratch or even their own 
templates for others to use, while the more inexperienced user can start 
from and modify existing templates to construct a game with relative ease.


And of course, one is able to compile a finished script into a stand-alone 
executable with no dependencies other than Direct X and, well, Microsoft 
Windows. This executable can then be distributed along with your sounds 
and documentation either in a portable fashion as to be usable from a 
flash drive, or you can use an installation builder such as InnoSetup to 
generate a standard installation program for it.


So that's it for now. Just thought I'd let you know how things stand... 
Keep your eyes and ears open!


Kind regards,

Philip Bennefall
---
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[Audyssey] Progress on the Blastbay game creation tool (Bgt)

2010-02-11 Thread Philip Bennefall
Hi folks,

I just wanted to update you all on the progress of the game creation engine 
that I spoke of back in October. It has been slowed down due to some 
difficulties with the script interpreter, but they are all resolved now and 
development can continue rapidly. In short, the language has C++ syntax but 
with several simplifications such as a large number of prewritten functions 
that allow you to get things like audio, keyboard input, file reading and 
writing, artificial intelligence etc, up and running in no time. You also have 
automatic memory management built in so you need not worry about freeing the 
resources that you have claimed, unless you want to be a little efficient and 
free things when you know that they are not being used anymore.

The tool will feature a bunch of playable example games as well as ready to use 
templates that one can just import and then customize. For example there will 
be a sidescroller template so that you can make games such as Q9 very quickly 
with predefined enemy behavior that you can control, customizable levels and 
objects etc etc. Thus, it is possible for a skilled Bgt user to write their own 
games from scratch or even their own templates for others to use, while the 
more inexperienced user can start from and modify existing templates to 
construct a game with relative ease.

And of course, one is able to compile a finished script into a stand-alone 
executable with no dependencies other than Direct X and, well, Microsoft 
Windows. This executable can then be distributed along with your sounds and 
documentation either in a portable fashion as to be usable from a flash drive, 
or you can use an installation builder such as InnoSetup to generate a standard 
installation program for it.

So that's it for now. Just thought I'd let you know how things stand... Keep 
your eyes and ears open!

Kind regards,

Philip Bennefall
---
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