Hi Thomas,
Just a small correction here for good measure. Smile. BGT can, if the end
user so wishes, be fully object oriented. While it does have a lot of
functions that are done in a procedural style such as alert, input_box and
the like for very low level/trivial tasks, the majority of the
advanced/important functionality in the engine such as timers, sounds,
files, Sapi voices etc are done through classes. AngelScript allows full use
of classes with inheritance, templates, overloaded methods and multiple
inheritance through something that AngelScript refers to as interface
objects.
In short, BGT is like C++ in the sense that it can be both procedural and
object oriented depending entirely on what the end user wishes to do with
it.
Kind regards,
Philip Bennefall
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 11, 2011 8:39 PM
Subject: [Audyssey] Engines was getting a emulator for the blind.
Hi Michael,
As far as the Genesis 3D Engine goes I'm still undecided about weather
or not to market it, and if so what features I should add to market
it. However, I suspect if I release it to the general public I'll add
some sort of scripting engine like Angelscript to the engine so that
it would work like BGT.
At the moment though The Genesis Engine is a library, g3d.lib, that I
can statically link to any C++ project and have instant access to the
API as needed. I've also considered turning g3d.dll into a standard
Windows com component so that it could be incorperated into a game
written in Python, C# .Net, VB .Net, etc with ease. In other words my
approach for Genesis 3D at the moment is to allow people already
experienced in a programming language like Python, C#, or VB to just
plug the engine into a project and have instant access to DirectX,
Sapi, and several class templates for creating basic game objects and
items. Which actually is the primary difference from BGT in my
opinion.
BGT is not really fully object oriented. It is based on the procedural
based programming approach. That's fine, but most professional
programming languages and programmers today use the object oriented
design approach. My Genesis Engine is fully object oriented and like
the .Net Framework I have several core foundation classes for quickly
creating enemies, doors, traps, whatever without having to reinvent
the wheel. Just create an object for what you want and you are in
business.
The other part of the engine is a map drawing tool. Basically, what it
does is it brings up an empty grid or map, and you move to a spot on
the grid say (15, 15) bring up a menu and drop a door, wall, statue,
whatever on that spot, and save the level map to level.dat. That makes
it easier for creating 2d and 3d maps for a game level.
Cheers!
On 8/11/11, Michael Gauler michael.gau...@gmx.de wrote:
Hi Thomas,
since we are talking about engines, what about your Genesis engine?
Will it be your own closed thing, or will you someday offer it as a
commercial product and if so, will it be a pure scripting solution like
BGT
or will it contain tools like the failed audio game maker or any similar
mainstream tools?
I wanted to know that as well about the GMA engine, so to know which
features each offers or will offer.
If I wanted to do something myself (make a game), I could know which tool
is
best for which task, so I could choose appropriately.
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