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Thread: GameVision SDK 2007

  1. #1

    GameVision SDK 2007

    The next version of GVSDK will now be known as GameVision SDK 2007. A new feature planned for this release will include GVScript. It can be embedded within your application to add scripting support or can be used standalone.

    [Features]
    * Object Pascal/Delphi language syntax subset with C/C++ & Basic to be added later.
    * Full support for OOP
    * Compiles to native x86 machine code
    * Can be embedded within your application or compile to standalone EXE
    * Will support DLMs (dynamic loadable modules). You can compile a unit and save it to disk or a stream and then later load it back into memory and it will execute.
    * DLMs can be written in any of the supported languages and then be used by any supported language. For example, you can create a unit in Pascal and then use it from C/C++ or Basic.
    * The GVC compiler supports a simple project file format. When a unit is referenced during compilation, it will be loaded in only once and compiled. This allows you to only need one main project source file.
    * Many more features planned.

    [GVC Test]
    As a proof-of-concept, I put together a small demo that does smooth 4 ways scrolling with parallaxing:
    * Unzip the archive and then click on the compile.bat file. It will invoke the compiler and compile scroll.pas to the stand-alone scroll.exe file.
    * You can then click on this file and it will then run. You can pick a folder on your computer with music files and it should then start to play them in the background.
    * You can use the arrow keys to fly around the screen.
    * The project.ini file allows you to configure project options. You can make the demo run in fullscreen by setting this option in the scroll.ini.

    There will be an API layer that will allow you to use GVSDK using your preferred compiler. The advanced features of GVSDK will be available via GVScript such as actors, entities, AI and OOP. You will be able to bind native routines to GVScript from any supported compiler, but binding your own native classes will only be available from Delphi at the present time. The graphics and application framework portion of GVSDK2007 is pretty stable at this point. The compiler part is currently work-in-progress and there is still much work left to do. If you play around with changing the source in scroll.pas things may crash or not work as expected, just let me know if you find a problem. I would appreciate a little feedback to see if it compiles and runs on different configurations. Thanks in advance. You can download the test here:
    GVC Test

    Thanks
    Jarrod Davis
    Technical Director @ Piradyne Games

  2. #2

    GameVision SDK 2007

    Worked fine on Pentium 2.66 with 512M of ram. It ran at about 40 fps. I will try it on my other machine which is a bit more powerful and see if I get higher frame rates.

    nice work
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  3. #3

    GameVision SDK 2007

    Runs fine on AthlonXP 1900 + GeForce6600, about 90 FPS.
    Vampyre Imaging Library
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  4. #4
    Legendary Member NecroDOME's Avatar
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    GameVision SDK 2007

    Runs @ 74 FPS. AMD 64, GeForce 6800 * 2 (SLI)
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  5. #5

    GameVision SDK 2007

    Thanks very much. Good to know it working on other configs. If you find any problems, have suggestions and/or comments, let me know.
    Jarrod Davis
    Technical Director @ Piradyne Games

  6. #6

    GameVision SDK 2007

    Neat! I love the consistency in the script language. It looks very polished and like there's alot of work gone into it

    Ran with 74 fps on Athlon 2500+, radeon 9600pro
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  7. #7

    GameVision SDK 2007

    Just tried it on a crappy PIII with W98 and it didn't work

    Kernel.dll: AttachConsole was missing.

    It's obvious that its not a bug in your app but a missing feature in the W98 kernel. It's very old so dont bother.
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  8. #8

    GameVision SDK 2007

    JSoftware:
    Thanks. A large subset of Object Pascal/Delphi is implemented so it should feel right at home. What is nice too is that in script, you will be able to do:

    [pascal]type

    TMyActor = class(TGVActor)
    procedure OnUpdate(aElapsedTime: Single); override;
    procedure OnRender; override;
    end;

    procedure TMyActor.OnUpdate(aElapsedTime: Single);
    begin
    end;

    procedure TMyActorOnRender;
    begin
    end;
    [/pascal]

    Now, TMyActor can be used anywhere a TGVActor can be used. A TGVActor is the base object from which all high level objects that exist in the game world are derived from.

    chronozphere:
    Thanks for trying this. The target OS will be win2k and up, but the more configurations it's tested on, the more polished I can make it so thanks.
    Jarrod Davis
    Technical Director @ Piradyne Games

  9. #9

    GameVision SDK 2007

    technomage:

    What type of video card are you using in your Pentium 2.66?

    My devbox config:
    Celeron 2.93 + GeForce FX 5200 + WinXP Pro SP2

    I'm getting 60 FPS
    Jarrod Davis
    Technical Director @ Piradyne Games

  10. #10

    GameVision SDK 2007

    Athlon 64x2 3800+, 667DDRII, NVidia 6800...

    60 FPS Windowed, 1058 FPS full

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