Stuckie
Member
You may have read in the Pandora area about me wanting to port an engine to the Pandora, that runs Lua-based scripts with extras in what equates to a VM/Sandbox styled engine.
I've just fixed a few things and have it compiling on the GP2X
SGZEngine is my older engine, however.. my newer one ( codenamed SGEngine.. because I like confusing people
) requires dynamic linking, as each major component - Renderer, Audio, Input, etc.. - are in separate linked libraries to load in on runtime which proves to be stupidly awkward on the GP2X. You can tell this was another experimental Uni project
That said, the script interface itself can be dropped and changed between both engines very easily, so there's no harm in having the older messy engine for the GP2X and the cleaner one for the Pandora and Wiz ( which, seeing as it's been postponed to February, I may have enough money by then to get one! )
Sometime next week, I'm going to do a release of the code, and hopefully some documentation too.
I'll try document as much as I can, but there's a stupid amount of functions exposed to Lua, and as it's the original engine, the extra bits that were added during Plight of The Weedunks - which did get documented to some degree - don't exist.
Once this first release is done, I'll be going back into the code and optimising the crap out of it.
Don't be alarmed when you run the demo app and it's not all that fast.. here's a few things to keep in mind:
-- Though the majority of the engine is in C++, barely anything is const safe.
-- Barely any function takes parameters by reference or pointer, instead creating local copies and instances.
-- The original engine was coded from scratch in one year, on top of several other coursework projects.
-- My toolchain is a bit buggered and contains a mish-mash of library versions.. and though I think it may have linked with the latest HW-Accelerated SDL 1.2.13, I'm not sure... also my version of SDL_mixer won't play mod files, and there's probably some other little gotchas in there somewhere.
-- Several bad code practices that crept in due to lack of time in getting everything done.
-- There were 240 warnings that CodeBlocks spat at me when doing the Windows build
( though I think those were due to redefines of some things )
All those problems aside, however.. it does work!
With time, I'll be able to get it to work better
Luckily at the moment, I've got the time, and lots of it!
Once the Pandora and Wiz come out, I'll port it to them as well, and hopefully let anything created with it be automagically ported with it, save for possibly some config issues ( screen resolution, button configs, etc.. )
Also, if I can find my GP32 ( it's in a box... somewhere.. having just recently moved back from Uni, I have no idea where anything is! ) I might have a quick go at backporting it.. though I fear the Lua overhead itself might kill it. Can but try... would be fun to attempt it anyway
At the moment, I've basically ripped out all extra platform support bar Windows, Linux and GP2X.. though I've managed to bugger up the controls on the GP2X just now, hehe.. this'll be fixed for the weekend, but just now, I thought I'll get something put up for people to see if it works on other hardware and get some feedback on it ( I've found that one version of the engine doesn't like Vista, doesn't run right on XP either, and has some other little quirks ... so as limited as the below demo is.. if people could at least run it and let me know it works, that'll do for now
My First Edition F100 GP2X is also at firmware 2.0 ... so I've no idea if it runs on newer/older editions/firmwares.. again, let me know please! )
http://www.stuckiegamez.co.uk/apps/SGZEngi...-14-NOV-2008.7z
That 7z ( of about 2.5mb ) contains a Windows binary ( plus all the SDL DLL gubbins ) and a GP2X binary ( SGZ2D.gph.gpe .. spot the open2x toolchain user
).
If the Wiz has some sort of binary compatibility with the GP2X, if someone feels like testing it on that ( or let me know how to setup a toolchain to output a Wiz binary ) gimme a shout
Oh and those that used the search to see what I've previously been up to, will notice that the small demo contains some Tiny Critters content
I've just fixed a few things and have it compiling on the GP2X
SGZEngine is my older engine, however.. my newer one ( codenamed SGEngine.. because I like confusing people
Sometime next week, I'm going to do a release of the code, and hopefully some documentation too.
I'll try document as much as I can, but there's a stupid amount of functions exposed to Lua, and as it's the original engine, the extra bits that were added during Plight of The Weedunks - which did get documented to some degree - don't exist.
Once this first release is done, I'll be going back into the code and optimising the crap out of it.
Don't be alarmed when you run the demo app and it's not all that fast.. here's a few things to keep in mind:
-- Though the majority of the engine is in C++, barely anything is const safe.
-- Barely any function takes parameters by reference or pointer, instead creating local copies and instances.
-- The original engine was coded from scratch in one year, on top of several other coursework projects.
-- My toolchain is a bit buggered and contains a mish-mash of library versions.. and though I think it may have linked with the latest HW-Accelerated SDL 1.2.13, I'm not sure... also my version of SDL_mixer won't play mod files, and there's probably some other little gotchas in there somewhere.
-- Several bad code practices that crept in due to lack of time in getting everything done.
-- There were 240 warnings that CodeBlocks spat at me when doing the Windows build
All those problems aside, however.. it does work!
With time, I'll be able to get it to work better
Once the Pandora and Wiz come out, I'll port it to them as well, and hopefully let anything created with it be automagically ported with it, save for possibly some config issues ( screen resolution, button configs, etc.. )
Also, if I can find my GP32 ( it's in a box... somewhere.. having just recently moved back from Uni, I have no idea where anything is! ) I might have a quick go at backporting it.. though I fear the Lua overhead itself might kill it. Can but try... would be fun to attempt it anyway
At the moment, I've basically ripped out all extra platform support bar Windows, Linux and GP2X.. though I've managed to bugger up the controls on the GP2X just now, hehe.. this'll be fixed for the weekend, but just now, I thought I'll get something put up for people to see if it works on other hardware and get some feedback on it ( I've found that one version of the engine doesn't like Vista, doesn't run right on XP either, and has some other little quirks ... so as limited as the below demo is.. if people could at least run it and let me know it works, that'll do for now
http://www.stuckiegamez.co.uk/apps/SGZEngi...-14-NOV-2008.7z
That 7z ( of about 2.5mb ) contains a Windows binary ( plus all the SDL DLL gubbins ) and a GP2X binary ( SGZ2D.gph.gpe .. spot the open2x toolchain user
If the Wiz has some sort of binary compatibility with the GP2X, if someone feels like testing it on that ( or let me know how to setup a toolchain to output a Wiz binary ) gimme a shout
Oh and those that used the search to see what I've previously been up to, will notice that the small demo contains some Tiny Critters content