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  1. #1
    Pedregon's Avatar Contributor
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    AngelScript for new emulator

    As the title implys, I have an idea where we can use AngelScript; an Open Source coding script into a new emulator for better functionality, etc.

    It wil be worth it looking at the features and improved speed displayed bellow.

    This may or may improve the emulator's functions and certain systems within the emulator, improve stability and improve speed within the emulator on start up, etc.

    Post any comments, ideas, criticism regarding my thread.

    AngelScript Website:

    AngelCode.com - scripting library

    Here's some information regarding "AngelCode";

    Features

    Script language

    Familiar syntax - The script syntax is similar to that of C or C++, with only a few differences.

    Statically typed - Unlike most scripting languages that are dynamically typed this one uses the same static types as C++, and applications can register additional types.

    Object oriented - The script language allows for declaration of classes, with support for single inheritance and polymorphism through interfaces.

    Object handles - Pointers are not safe in a scripted environment, so AngelScript uses object handles instead. Object handles are almost like smart pointers, that control the life time of the object they hold.

    Sandboxing -
    The library provides a secure environment for the scripts, i.e. the scripts can only access what the application explicitly exposes, and any built-in script objects are completely secure.

    International support - The script files can be encoded in ASCII or UTF-8. String constants can include UTF-8 encoded characters directly or can use escape sequences to add specific unicode code points. UTF-16 encoded string literals is also supported.
    Engine

    Run-time compiled - The library compiles the scripts into byte code and executes the byte code through a virtual machine.

    Step by step execution - The scripts may be executed line by line, for controlled execution and debugging.

    Detailed exceptions - When an exception occurs information about why and where can easily be obtained.

    Line interpretation - The engine can interpret separate script lines using the currently compiled script. Useful for Quake like consoles.

    Saving/loading byte code - The compiled bytecode can be saved and reloaded at a later time.

    Modular - Scripts can be compiled into modules that can be dynamically linked with each other.

    Concurrent scripts - Several scripts can be executed in parallel, by suspending and resuming them one by one. This allows for easy implementation of multi-tasking schemes, or even co-routines.

    Debugging support - The application can examine the call stack and the value of local variables while running the scripts. The line callback feature allows the application to use breakpoints, do profiling, etc.
    Integration

    Direct access - The script engine can directly access and use registered functions, objects, and object members without the need to write proxy functions (where native calling conventions are supported).

    C and C++ interface - There is a flat C interface that can be used by languages that don't interact well with C++ interfaces. It has also successfully been used in Delphi projects.

    Multithreading - The library can be used in a multithreaded environment.

    Memory management - Objects are reference counted for easy management of objects that pass between script and application. An iterative garbage collector is used where circular references can occur. The application can also completely control the library's memory usage.
    Portability

    Cross platform - It has been confirmed to work on Win32, Linux, MacOS X, XBox, XBox 360, PS2, PSP, PS3, Dreamcast, Nintendo DS, Windows Mobile, iPhone, and Android.

    CPU independent - Both 32bit and 64bit platforms are supported. Both big endian and little endian CPUs are supported. Confirmed CPUs: x86, amd64, sh4, mips, ppc, ppc64, arm.

    Compiler support - It works with MSVC++, GNUC, MinGW, DJGPP, Borland C++ Builder. Other compilers haven't been formally tested.

    Native calling conventions - The library support native functions, i.e. without the need for wrappers on the following configurations and other compatible ones:
    Win32 - MSVC - x86
    Win32 - MinGW - x86
    Win32 CE - MSVC - arm
    Win64 - MSVC - x86/64
    Linux - GNUC - x86
    Linux - GNUC - x86/64
    MacOS X - GNUC - x86
    MacOS X - GNUC - ppc
    IPhone - GNUC - arm
    FreeBSD - GNUC - x86
    Dreamcast - GNUC - sh4
    PSP - GNUC - mips
    PS2 - GNUC - mips
    PS3 - GNUC - ppc/64
    XBox - MSVC - x86
    XBox 360 - MSVC - ppc/64
    Android - GNUC - arm
    Maximum portability mode - When the library is compiled in this mode it should work on just about any compiler/platform that can compile standard compliant C++ code. Some features like native calling conventions are not available in this mode.
    Cross language - With the flat C interface, other languages, such as Delphi, are also able to use the library.
    Other

    No costs - The scripting library is completely free for all use, though donations are appreciated.
    Well documented - Both the script language and library is documented.
    Last edited by Pedregon; 06-07-2010 at 12:26 AM.
    Leecher - 08-30-2007 - Contributor - 07-23-2008
    Donator - 06-19-2009
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    AngelScript for new emulator
  2. #2
    Mr.Jebus Christ's Avatar Banned
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    *****Huge ass flame/rant to be filled in*****

  3. #3
    Pedregon's Avatar Contributor
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    Nomnomnomnom.

    Post any Criticism then Terror.

    Edit:

    Looking at various scripting languages this one caught my eye, you can flame whatever you want, say it's impossible, whatever. It's just an idea, it can be for other emulators as well.

    Edit #2

    Redid thread.

    Last edited by Pedregon; 06-07-2010 at 12:21 AM.
    Leecher - 08-30-2007 - Contributor - 07-23-2008
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  4. #4
    myran2's Avatar Contributor

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    Are you suggesting starting a new emu from scratch using AngelScript or adding it as a plug-in?

    From what you've written, it's kind of hard to tell.


    It does seem like a cool idea either way but you'll receive a lot less hate if your idea is to add it as a plug-in.,

  5. #5
    Mr.Jebus Christ's Avatar Banned
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    AngelScript does sound like a good idea though I have never used it myself.

  6. #6
    Pedregon's Avatar Contributor
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    It does seem like a cool idea either way but you'll receive a lot less hate if your idea is to add it as a plug-in.,
    Either way I guess, at first I was going to say as a plug in, but from scratch sounds good as well.
    Leecher - 08-30-2007 - Contributor - 07-23-2008
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  7. #7
    myran2's Avatar Contributor

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    Originally Posted by Pedregon View Post


    Either way I guess, at first I was going to say as a plug in, but from scratch sounds good as well.
    Good luck finding a large enough team to do some real development then :P

  8. #8
    TheSpidey's Avatar Elite User
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    If you have the preposterous idea of creating a core from scratch using only AngelScript, let me advise you against it.
    AngelScript wasn't meant for creating large scale server back-ends, but rather act as a scripting engine in an existing project. Using it to build a core would be the digital equivalent of digging a tunnel using a teaspoon; Possible, but why the hell would you use that when you have tools far more suitable for the job?

  9. #9
    Pedregon's Avatar Contributor
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    I understand what your saying Spidey, it's was only designed from small end projects such as a scripting engine, but AngelScript was brought to my attention on the many features that it brings. And I could also use other scripting languages with it as well C++ or even C#.

    Obviously it would take a while to make an emulator with it by scratch, maybe a year or two. But challenges like these are what keeps me into WoW Emulation, developing on easy to hard projects.

    More criticism would be great.
    Leecher - 08-30-2007 - Contributor - 07-23-2008
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  10. #10
    Hellgawd's Avatar Member
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    Right, and Xbox 360 support is real important for a WoW Emulator

  11. #11
    Pedregon's Avatar Contributor
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    Very. You never know hellgawd...:]
    Leecher - 08-30-2007 - Contributor - 07-23-2008
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  12. #12
    TheSpidey's Avatar Elite User
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    Originally Posted by Pedregon View Post
    I understand what your saying Spidey, it's was only designed from small end projects such as a scripting engine, but AngelScript was brought to my attention on the many features that it brings. And I could also use other scripting languages with it as well C++ or even C#.

    Obviously it would take a while to make an emulator with it by scratch, maybe a year or two. But challenges like these are what keeps me into WoW Emulation, developing on easy to hard projects.

    More criticism would be great.
    Let me ask you this: Why AngelScript and not C#? Why AngelScript and not C++? Why AngelScript and not Java? What are AngelScript's pros and cons that are relevant to you?

    While it's nice to jump on yesterday's bandwagon, you must understand that cannot choose your technologies on a whim. You should know exactly what are you using, how it works, and why use that instead of the alternatives.

  13. #13
    mager1794's Avatar Member
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    Im gonna try to be quick about this.

    This idea no offense, is probably a waste of time, i say this no to be mean or hurtful, but because it has been done before. Way back-when (not sure when) i dont remember if it was between GMScript and Lua but emulators did use AngelScript, in fact i think ArcEmu still has the section in the config file where you could activate the AngelScript interpretter. All I'm trying to say is, at some point in time we used it, and there had to have been some drawback that it had, that Lua didn't.

    Not to mention AngelScript might as well be as complicated as C++, why not just learn C++?

    Not sure when this is from, but i found it on my computer

    The script backend AS stood for angelscript

    Code:
    #-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#
    # Scripting Engine Setup
    #
    #    ArcEmu can support multiple script backends via the means of loading .dll files for them.
    #    This section in the config can enable/disable those backends.
    #
    #    LUA
    #         If you would like to enable the LUA scripting backend, enable this.
    #         Default: 0
    #
    #-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#
    
    <ScriptBackends LUA="0"
                    AS="0">
    Last edited by mager1794; 06-10-2010 at 04:15 AM.
    Lunar Gaming - Reaching For The Stars

  14. #14
    myran2's Avatar Contributor

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    Originally Posted by mager1794 View Post
    Im gonna try to be quick about this.

    This idea no offense, is probably a waste of time, i say this no to be mean or hurtful, but because it has been done before. Way back-when (not sure when) i dont remember if it was between GMScript and Lua but emulators did use AngelScript, in fact i think ArcEmu still has the section in the config file where you could activate the AngelScript interpretter. All I'm trying to say is, at some point in time we used it, and there had to have been some drawback that it had, that Lua didn't.

    Not to mention AngelScript might as well be as complicated as C++, why not just learn C++?

    Not sure when this is from, but i found it on my computer

    The script backend AS stood for angelscript

    Code:
    #-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#
    # Scripting Engine Setup
    #
    #    ArcEmu can support multiple script backends via the means of loading .dll files for them.
    #    This section in the config can enable/disable those backends.
    #
    #    LUA
    #         If you would like to enable the LUA scripting backend, enable this.
    #         Default: 0
    #
    #-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#
    
    <ScriptBackends LUA="0"
                    AS="0">
    I thought AS stood for ActionScript.

  15. #15
    Pedregon's Avatar Contributor
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    Alrighty Then, thanks for the replies.
    Leecher - 08-30-2007 - Contributor - 07-23-2008
    Donator - 06-19-2009
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