Any Ofusion news soon?

Lee04

12-04-2006 15:50:12

Any Ofusion news soon?

What was the scripting langauge you are adding to the pro version?
And what can it be used for? Is platform independent?

Lee04

Lioric

12-04-2006 17:53:03

The scripting language is in the Developer version, i will give you a brief description of some features

It can be for any use you want it to be, it has a c++ similar syntax so it can be used to protoype the game logic in max and then pasted it in a c++ compiler without too much (if any) modifications

It can be used to control all of the ogre engine methods

It can be used to attach logic to your objects inside max, for example you can define what to do in a collision and test it, or when clicked or when selected

It can be used to create the global logic, for example when the objects are loaded, on every frame, on after every frame

It supports plugins, so you can attach your physics plugin or your audio plugin, and the methods will be published to the script language

The scripts are saved with the scene, and when loaded in your application they will behave exactly as defined and tested in max

A RunTime environment is part of the package, this is a customizable application that you can deliver to your users/clients so you dont have to create you own application. You can customize every apect of it, like the GUI (or full screen if you want), or the scene(s) that it will load. With this you have a full application creation and distribution environment

A script library library is inlcuded too, like the scene loader lib, so you can add the scripting support to your applications

Vectrex

13-04-2006 09:17:48

would it be possible to have an oFusion sdk with hooks for your actual game that supports refreshing assets that oFusion tells it too. This way you can either have your game running seperately in a window with the assets updating dynamically when changed in max, or as another max viewport? Since seeing your assets in the final game would be alot quicker than scripting large chunks of it only to need to recreate it in c++ later.

Lioric

13-04-2006 16:37:28

The script is the final game code

I posted that you can compile (with few modification) the script code in a c++ compiler to show that the systax is very similar, but the script is meant to be used with the script library system in your application, so your application will use the scripts constructed in max, not to be ported to or recreated in a c++ compiler, it was just an example to show the similar syntax

Vectrex

13-04-2006 18:41:37

ah I understand. Still, having a few callbacks that you could put in your game to instruct it to refresh the assets would be very nice. Then all you'd need to do is have like a 'quick export' that doesn't ask questions and your game would detect the change called from oFusion and be visible in game with one click. Of course it would be up to the app developer to make sure nothing weird happens when replacing assets runtime :)

ps AngelScript is very close to c++ syntax if you want to use an existing and nice script language with classes ( http://www.angelcode.com/angelscript/features.asp ). I also like Squirrel script (by a FarCry programmer), it's like lua but with real classes and inheritance. http://www.squirrel-lang.org
I get nervous when people say they've written they're own language :)

Lioric

13-04-2006 22:31:51

I did the Assembler Virtual Machine for AngelScript, the JIT compiler and the Constructor Arguments support

Evak

14-04-2006 23:18:54

A RunTime environment is part of the package, this is a customizable application that you can deliver to your users/clients so you dont have to create you own application. You can customize every apect of it, like the GUI (or full screen if you want), or the scene(s) that it will load. With this you have a full application creation and distribution environment

A script library library is inlcuded too, like the scene loader lib, so you can add the scripting support to your applications


Does this mean that the coders I'm working with may be able to use it? Mentioned your scripting to them earlier, but they seem most interested in adding LUA. Naturaly I'm more interested in using Max as much as possible, but they wouldn't have that luxury. Not sure how I'm going to convince them to use your scripting solution.

Lioric

14-04-2006 23:46:26

The scripting system can be used in your application

If you want you can implement your own script support, but in this case you wont be able to make and test the scripts inside max

Lee04

15-04-2006 09:43:56

Any ideas of when this scripting Pro version will be available and how much money will you be asking for?

And are we able to create script bindings to our own Ogre C++ functions?
Include custom scene managers and scene graph optimizations etc?

Will CEGUI bindings workl out of the box... and OIS?

Evak

15-04-2006 10:29:19

I'm curious about pricing too, are we talking 10's, 100's or 1000's like commercial middleware. All sounds fantastic though :) Just hope the price for this stuff is reasonable for indies.

Lioric

15-04-2006 17:39:45

The scripting support is in the Developer version

You can add your own script bindings to your own functions, so scene managers and other plugins can expose their functions to the script system

CEGUI and OIS, i have not reviewed this, probably or probably not, not all users need/want those systems

The pricing will be annouced later

Lee04

16-04-2006 10:34:15

For us it's important that we can build our own tools using the script system and be able to deliver the scripting compiler bundled too our customers with our tools.

One of the things in our pipe is a visual programming environments that is built using scripting language with both interpretating and compiling options, it needs run time assigned inheritance to allow these stuff to be edited in run time. These features is one major capability that we are looking for in a scripting system and it should be free and open and support CEGUI or better GUI.

The other thing is a GUI editor all done using scripting.

And a vertex, pixel and geometry shader editor using visual programming system.

These are some of the tools we plan to build fully or partly based on a scripting system. So it's very important that it's a scripting language / tools that we can provide to any customers.

Lioric

16-04-2006 19:10:38

Depending on the license type, the scripting system can be distributed to your clients/users

But not free or open source licenses will be provided

Lee04

17-04-2006 09:55:07

But not free or open source licenses will be provided

I think that might be a problem...

See Ogre is free and the scripting system should be free there are a lot of free good scripting systems out there so why choose a none free scriptin system to Ofusion?

Well then we have to use two different scripting systems the Ofusion one and another one (free one) for our tools. But that should work to use two systems at onces right?

Lioric

17-04-2006 17:52:29

You can access and register your own functions to the scriting system, so there is no need for the source

If you need you can use different scripting systems in your applications without issues

But the systax should be similar to provide a intuitive interface to your users

praetor

17-04-2006 18:27:59

Hmm, that brings up a question. Why did you choose to "brew" your own scripting language? I'm just curious what requirements, features, and problems have arisen that disqualified already done solutions. For instance, python is incredibly popular with a LOT of already-made libraries. So it's really powerful. It also has great run-time features. LUA is small and fast, and has a very simply syntax. AngleScript is very C-like in its syntax, and so it easy for regular C/C++ users to start with.

I was just wondering what your mindset was when choosing to make your own. I can understand if some business issues bar you from revealing some things like requirements and such, but a little insight might be interesting. I find the why of engineering solutions as or more fascinating than the how.

Lee04

18-04-2006 07:33:42

The question in still iin the air: why choose a none free scripting system to Ofusion?

You mght as well also just choose a commersial 3D engine for it...

Evak

18-04-2006 07:39:44

I'm going to wait and see what the pricing is, I've worked with a game engine that allowed scripting from within max for setting up particle systems and destruction states for destructible objects, and simple things like collateral damage hit points and what have you.

Proved really excellent, so I'm really interested to see what Lioric provides in his system. If your level designers and artists are familiar with 3dsmax it can open a lot of doors and make things a lot easier than the usual scripts like you might get in an engine such as Torque.

I'm just anxious to learn the price, I imagine it will be quite expensive. So until we know the cost I'm not too worried abut the why's just yet :)

IFASS

18-04-2006 13:22:42

I'm going to wait and see what the pricing is, I've worked with a game engine that allowed scripting from within max for setting up particle systems and destruction states for destructible objects, and simple things like collateral damage hit points and what have you.


Do you have some more detailed info available about this?

Lioric

18-04-2006 17:02:03

Some information on why's

Control over code and library direction
Order of priorities (most libraries prefer generalization, over performance)
Code Specialization
Code optimization
Feature set

There is no relation of Ogre being free licensed with using free components for all parts of a project

They (licenses types/libraries) are just tools, and you should use the right tool for the job

Lee04

18-04-2006 17:56:24

There is no relation of Ogre being free licensed with using free components for all parts of a project

If you want to sell pro versions of Ofusion you might want to concider making the scripting system free or allow an optional free scripting system to be used as well in ofusion....

We all like the idea with scripting in Ofusion, but we don't want to be locked down on the scripting.