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Topics - Mjonir

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General / Making a Lua binding, questions
« on: June 06, 2012, 06:47:44 am »

For my game engine, I'm preparing a sort of Lua binding so that the scripter will be able to create and manipulate SFML objects directly.

I don't have much time at the moment and only started recently so it cannot do much yet, but here's a Windows executable version of the canonical demo translated in Lua: Download link.

What brings me here is a problem I encountered when trying to bind sf::Window, and more specifically its sf::Window(WindowHandle, const ContextSettings&) constructor. The problem here is WindowHandle, which gives me a compile-time error:

Code: [Select]
error: invalid use of incomplete type 'struct HWND__'
Looking a bit at the code of WindowHandle.hpp I tried to define _WIN32, but it didn't solve the problem. I'm not sure where to go from here, any hint Laurent? :)

Also as you can see, apart from constructors all functions calls have to be explicit (no support for default arguments). I think the only solution is to decompose all functions with default values to overloaded functions. I'd also like to define a getType() static member function for all SFML classes to do some dynamic typechecking and yield better error messages.

Since I'd like to avoid modifying the SFML source for obvious maintenance reasons, I'm thinking of creating a wrapper class for each SFML class that would inherit publicly and declare these new member functions. It'll be quite a bit of work though, so I'm wondering if anyone has got a better idea on how to do that before it's too late? :P

Thanks in advance!

SFML projects / Danmagine
« on: May 12, 2010, 11:13:50 pm »

Version: v0.2
Download & information: Voir ici


Danmagine is a new game engine especially made for easily creating Danmakus (i.e. shoot'em-ups with a hell lot of bullets). The main goal of this project is to allow anyone to make the shoot'em-up they want, whether it is a simple shoot'em up level or a complete game which requires advanced patterns and efficient objects management. Danmagine should not require any programming skills, what's needed will be learnt through the tutorials.

Danmagine relies on a core program extended by a scripting language. This scripting language is designed in such a way that it allows you to perform usual yet complex tasks in a single instruction while providing you lots of tools to go further. It is also designed with modularity in mind: most of the game logic is exposed to scripting, allowing you to tweak the engine's behaviour at will. Instead of modifying it, you can also extend it by using the libraries: design your own library and add it to your project in a clean way.

In Danmagine, everything is scriptable and you're provided what you need to do it. Menus, levels, sounds, musics, player, enemies, decor, everything can be done your way using functions, attributes, events, tasks and all the other tools and structure you have at your disposal.

The engine is constantly and rapidly improving. If you feel something's missing, just ask. It'll probably appear in the next version.

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