Welcome, Guest. Please login or register. Did you miss your activation email?

Poll

Which scripting language would you like to see?

Lua
13 (61.9%)
GameMonkey
2 (9.5%)
Python
4 (19%)
Pawn
0 (0%)
Squirrel
1 (4.8%)
Other (Please tell which)
1 (4.8%)

Total Members Voted: 21

Voting closed: August 11, 2009, 03:08:58 am

Author Topic: Scripting module for SFML  (Read 11875 times)

0 Members and 1 Guest are viewing this topic.

lefticus

  • Newbie
  • *
  • Posts: 2
    • View Profile
    • http://blog.emptycrate.com
Scripting module for SFML
« Reply #15 on: August 14, 2009, 08:05:06 pm »
Quote from: "VelcroMan"
I must say tha ChaiScript seems like it would be very easy to implement, and i do like the syntax. And as i have the Boost library avilable, it's no problem for me. I dont know if i even need to write a custom scripting module for sfml, as ChaiScript basically has what i planned to write. :)


Let me know if you have any questions or need any help, things are pretty quiet still with the project.

-Jason

_seb_

  • Newbie
  • *
  • Posts: 16
    • View Profile
Scripting module for SFML
« Reply #16 on: August 28, 2009, 04:43:13 pm »
Just for information: ChaiScript 1.3 Released

Changes:

•Allow floating point numbers without a leading 0.
•Fix dispatch of functions that take boost::shared_ptr parameters.
•Add "use" function for loading ChaiScript files from within ChaiScript files.
•Double performance of tightloops by speeding up operator dispatches.
•Prevent the use of reserved words as function and object names.
•Fix error messages for failed "clone" calls.
•Correct scope of for and while loop variable declarations.
•Correct some bootstrapped types in Windows port.
•Provide start and end extents for parse/eval error reporting.