Posts Tagged ‘Angelscript’

Still moving along ;)

Friday, December 27th, 2024

Hi Everyone!

Just thought I’d post something to share some updates.
Piko3D is still mainly a hobby, but it’s certainly not dead!

Currently working on an extension for Visual Studio Code, that connects to Piko3D using a socket, to provide debugging functionality, for Angelscript. Angelscript has amazing functions to support a debugger like this, but having it in VSCode has been amazing.

Simple things, like being able to click on an error in the console, to be taken to the correct source file and line, was already an improvement, and seeing it break on breakpoints has also been great. Still working on improving the call stack reporting, and also want do add watches, and evaluation.

Feels good to be working on tools for a change, and it’s already paying off.
Hopefully it will help us have a nice new demo at the next Revision Demo Party!

Meanwhile, micron is working on our own physics engine implementation. It’s a huge and impressive task, but surely interesting. Really eager to see what comes of it, but it will take some time.

That’s it for now!
Thanks for reading, and hopefully more news soon!

Wracky

Switched to VS2013 and 64bit

Thursday, January 8th, 2015

Hey everyone!

Nothing big yet! We’re still gaming too much it seems 😛
Anyway, Paramike took the time to convert Piko3D and all it’s dependencies to Visual Studio 2013!
We’re using Visual Studio 2013 Community edition right now! It’s free an pretty awesome 😀

I was hard at work on a map/dictionary addon for Angelscript. I was making good progress, but when I asked Andreas (The man behind angelscript) for some tips, he pointed me to Sami Vuorela’s “Angelscript Addon: Template Containers“, or AATC! It’s a set of angel script addons that provides implementation and bindings for the most familiar C++ stl container types! Seems like he beat me to it 😉 Since it nicely shares code between the different containers, we decided use AATC instead of building our own.

Meanwhile, Micron has been working on his character controller class from time to time, and it’s shaping up to be a really nice thing.
Hopefully we can show you more of that, in the form of a new video, soon.

Alas peeps! Progress is slow, but we’re making nice stuff, and we’re enjoying ourselves 😉
Talk to you later!

Regards,

Wracky