Monthly Archives: January 2012

GLESGAE and Scripting

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Filed under Code, GLESGAE

It’s been a while since I had time to look at GLESGAE, but I had some time last night to do so.

I’m surprised that it’s still relatively clean, and in a working state! But I did seem to split it and spew it across all manner of source control systems – two public SVNs, a public git, a private SVN and a private git – so finding the current version was fun.
Though from what I was up to last time with the rewriting of the graphics system, it looks like I broke shader support – but then for what I’m about to do, I’m not going to be needing that for a while yet anyway, so that can be fixed in due course.

One of the things I’m particularly partial to is that of offloading as much as I can get away with to a scripting language. This generally allows quicker iteration of ideas, and anything that slows down can (generally) be easily translated to a native function if need be – you’d just need to overload the function call!

For the most part, my language of choice has been Lua.
It’s fast, it’s small, it’s very easy to embed and extend, and I’ve been fiddling with it for years now.
I do like me a bit of Lua.
Lua was going to be my first choice of implementing a scripting language into GLESGAE… however, with the rise of HTML5 and JavaScript, I’m having a slight change of heart.

The past few months, I’ve been looking over HTML5 and JavaScript. Having quick fiddles here and there, and playing with things like Impact, WebGL and Canvas directly. While it’s been relatively painless on my development environment of choice – Linux and Chromium – it’s not quite been as easy to get things running on other browsers without oddness, and especially on mobiles as generally they lag well behind their desktop counterparts, and are a much more constrained platform to work with.
Luckily, there are several projects providing technology to help bridge this gap – such as Appcelerator, and AppMobi’s various projects, to name a few. These work by binding JavaScript to their engine-like system, and parsing it directly without the overhead of a full browser, as well as providing a bunch of extra overloads and libraries for various things to make your web app feel and act like a native app.
This is nice and all, but they also throw in everything and the kitchen sink ( the test apps for both companies are actually labelled as such too! ) whereas for doing something like games, you don’t generally need as much, or would at least like to get rid of as much cruft that’s not being used as you possibly can.

So, I’ve been thinking that the first scripting language that GLESGAE will be supporting is JavaScript.
However, this brings about it’s own dilemmas… supporting JavaScript isn’t exactly an easy endeavour as it’s more of a specification of ECMAScript than of a nice compact module or library you can just throw into your code, like Lua. As such, I’ve been looking at JavaScriptCore ( and the entirety of WebKit in general ) and Google’s V8 to use in such a manner.

V8 looks really nice and clean, and provides a C++ API – which as I’m using C++ in GLESGAE anyway, is a nice little boost.. though wrapping around C isn’t exactly problematic anyway. I had examples compiling and running in a little under an hour, and felt experienced enough to take on the task of adapting a system-like interface for easily extending classes, managing contexts, etc…
There is a slight hiccup though.. I haven’t really found much of a way of getting it running on iOS nicely, and while GLESGAE doesn’t actually support iOS at all just now, it will do in the near future.

JavaScriptCore, on the other hand, does run on iOS… it’s also already embedded in the OS to begin with as it’s part of WebKit – which powers Safari. It exposes a C API to deal with binding, and while there’s certainly more tutorials and examples on using it, it just doesn’t feel as “clean” as V8 does. That said, it’s still straight-forward enough to use.

While I really do like V8, and would much prefer to use that.. it seems that without it supporting iOS at the moment, my hands are a bit tied ( I’d love to be pointed to some help on actually getting it compiling and working on iOS without resorting to jailbreaking the device! ) So it’s JavaScriptCore for me.

This will all be added to what is now going to be the main and only supported repository of GLESGAE; The github project. I may still maintain a personal one for random fiddlings, but the public engine itself shall be opensource under the LGPL v2.1 with the terms effectively summarised as:

  • You can either link via a shared object ( e.g. GLESGAE.dll ) or you can statically link.
  • If you statically link, you must either provide the object or source code to your application along with any libraries and custom tools not available with a standard platform development kit that use this code, or simply provide a written offer, valid for three years, to provide these materials upon request to anyone with a legal copy of your application.
  • If you link via shared object, just note which version (GIT Revision/Tag or Binary Release Version) you have used.
  • The offer of a “private” license is still open as well, should the LGPL not be to your liking.

    Anyway, with that out of the way, and now knowing what I’m up to again, expect JavaScriptCore bindings in GLESGAE at some point!
    What? where you expecting an actual date for me to miss? ;)

    The 2012 Plan of Action!

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    Filed under Random Gibberings

    Well, 2011 was a bit of a turbulent year, but I managed to work quite a number of things.

    Commercial:
    Commercially, I was relatively active, it seems!
    Bang Bang Racing : Available for Tegra2 Android Devices and Digital Reality are putting the finishing touches on the PS3 and X360 version which I also had a hand in.
    Switch! : Ad supported Android Version, Ad Free on Android and on iOS with an in-app purchase to remove the Ads
    The Best Christmas Game Ever : on Android and on iOS
    Tiny Gems : on iOS with an Android version being wrapped up.

    Ludum Dare:
    2011 wasn’t a particularly great Ludum Dare year for me, as although I did make starts to every one of them, I didn’t manage to finish any of them really!
    LD20′s theme just didn’t appeal to me at all, and I couldn’t really think up of anything, and the same happened for the recent LD22; though I did start many ideas which may be expanded upon later.
    As for LD21, sneaky laptop issues stopped me from actually submitting it, but I did actually finish something on time – Thieving Fingers.
    I also attempted to do the October Challenge, but failed miserably as the last quarter of the year caused a great upheaval of everything in my life, and lack of time and concentration destroyed any hopes of actually doing something, sadly. Though I did manage to get a grasp of HTML5 and JavaScript which developed further in LD22.

    Pandora:
    When the Pandora finally got into my mitts, I was fairly active for it as I had a fair amount of time to devote to random fiddlings.. sadly as the year went on, my random fiddling time got cut shorter and shorter, so while I did start various projects such as Extend Utils and Debian on SD, they’ve stagnated and have likely been superseded now by things that actually work!

    Random Hackerings:
    I did have time to do the odd random hack, though.
    I gave Zear some help with a quick port of a Dingoo game over to the good ‘ol GP32.. the process of setting up the GP32 toolchain I documented on here.
    I also had a quick fiddle with the Arduino and Gameduino bits and pieces… though haven’t actually released anything as yet, the same goes for the Jaguar Skunkboard I recently got from the GOAT Store.

    So, into 2012 now… what are my plans?
    Well, I will be doing the main Ludum Dare compos as usual ( this April’s one should be a biggie… ) and Atomicom have a few new games coming up.
    I, myself, have a couple of projects in the works which shall hopefully start picking up steam soon, with one being targeted for the end of the month.
    As for random hackerings and picking up older projects, they’ll depend on what free time I have left.

    Should be fun!