I've made video about the engine, but it's not 100% engine yet - a script engine is not connected.
I experimented with Lua and PascalScript, and PascalScript was my favorite. Unfortunately, it was impossible to use it with other platforms so I waited (for Lua4Delphi) and wondered (http://www.pascalgamedevelopment.com...ene-and-Pascal).
"pstudio" opened my mind yesterday with news "RemObjects Script for .NET: Managed JavaScript and Pascal Script for .NET and Mono" so I can managed "Pascal Script" to other platforms and have one script for all renderers - this is only theory for now, but if it succeeds, it will be able to write THRONE renderers for the following platforms: PSVita, Xbox, iOS, MacOSX, Android.
It sounds like a lot of hours of work, but I'm going to use ready-made frameworks: XNA, very similar PSVita SDK and MonoGame.
I don't know what I would do in the next few years, but my current plan looks like this:
- write renderers
- write sprite engine for all those renderers with this same names and properties,
- write 2D physics engine for C# (or Oxygene) with this same names and properties,
- write some help classes for sound engines with this same names and properties,
- connect "PascalScript for .Net" to renderers,
- connect "PascalScript" to THRONE (SynEdit, RTTI reader),
- write scripts with THRONE,
- make 2D games with THRONE (editor) and export them to other platforms.
Do you see any troubles at this stage?
I'm not sure about the future, so I don't really know.Is it just for GameCask's future titles OR will it be license-able to other game developers too?
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