Original Post
Hi,
I'm quite new to AngelScript and I'm currently in the process of evaluating different scripting solutions for our game pipeline. I must say that before that, I hadn't heard much about AngelScript, but an article on codeplea got my attention. I work for a technology team for which develops a game engine ( and toolset ) used by many internal teams around the world.
I have already integrated a first prototype within our pipeline and I must say that I was quite pleased with the result I got, registering my math & string functions in a matter of 1 day and compiling for every platforms on the market without too much trouble and implementing a little scripted component on top of our existing component system without any trouble. I only add to changed as_debug on Wii and PS3 ( something related to the mkDir macro if I remember correctly. )
In my evaluation process, I also looked at Mono, as used by the Unity Engine, but since I must support the Xbox 360, and Mono doesn't support the platform ( or we could say the Xbox 360 does not support Mono ), I'm a bit screwed. I really liked the JIT aspect of Mono, and I was pleased to see the SetJITCompiler function in the SDK ( really well documented by the way, even better than some huge middleware companies out there ... ). However, I haven't seen any implementation anywhere in the code and I was wondering if anyone got to implement one ? If so, which platforms were successfully implemented ?
Also quick note : I'm working on a platform which isn't supported by the package. Do I only have to define AS_MAX_PORTABILITY in order to make sure that everything works as it should ? Is there a huge performance hits when using AS_MAX_PORTABILITY ? My guess is yes but I haven't had time to check as of today.
Anyway, thanks in advance for any answers to the question above, I look forward to Monday to continue messing with AS at work :)
Pierre
I'm quite new to AngelScript and I'm currently in the process of evaluating different scripting solutions for our game pipeline. I must say that before that, I hadn't heard much about AngelScript, but an article on codeplea got my attention. I work for a technology team for which develops a game engine ( and toolset ) used by many internal teams around the world.
I have already integrated a first prototype within our pipeline and I must say that I was quite pleased with the result I got, registering my math & string functions in a matter of 1 day and compiling for every platforms on the market without too much trouble and implementing a little scripted component on top of our existing component system without any trouble. I only add to changed as_debug on Wii and PS3 ( something related to the mkDir macro if I remember correctly. )
In my evaluation process, I also looked at Mono, as used by the Unity Engine, but since I must support the Xbox 360, and Mono doesn't support the platform ( or we could say the Xbox 360 does not support Mono ), I'm a bit screwed. I really liked the JIT aspect of Mono, and I was pleased to see the SetJITCompiler function in the SDK ( really well documented by the way, even better than some huge middleware companies out there ... ). However, I haven't seen any implementation anywhere in the code and I was wondering if anyone got to implement one ? If so, which platforms were successfully implemented ?
Also quick note : I'm working on a platform which isn't supported by the package. Do I only have to define AS_MAX_PORTABILITY in order to make sure that everything works as it should ? Is there a huge performance hits when using AS_MAX_PORTABILITY ? My guess is yes but I haven't had time to check as of today.
Anyway, thanks in advance for any answers to the question above, I look forward to Monday to continue messing with AS at work :)
Pierre