Merry Christmas!
There's a crazy sale on Steam right now. If you haven't played STALKER yet, you can get it for $10:
http://store.steampo...check/app/4500/
In other news...
Framework is being compiled into the engine DLL and being made an official part of the engine API. It will remain a separate piece of code for BlitzMax programmers they can just import. A mechanism will be added to add your own custom post-processing effects, though this will not be available immediately. It will be something like this:
CreateEffect( callback ) EnableEffect() DisableEffect() FreeEffect( effect )
If you prefer to use the existing C++ code you are free to do so. However, the integrated framework code will allow Lua to access the Framework commands, so your scenes will work seamlessly between the editor and any programming language you choose. The whole design of our buffer/shader system and framework makes a heck of a lot of sense now. It just had to be allowed to evolve so we could determine the best solution. You've got an the easy-to-use framework commands, but still have the low-level buffer and shader stuff which can be used to do many things.
The Lua command set is also slowly being exposed. At first, it will just have the bare minimum commands you need to set the variable "fw" to the framework object you create in your program. In time the entire Lua API will be exposed through the DLL. This will allow limitless extensibility for whatever you want to do with Lua. You can expose your own C++ or other functions and classes, or do whatever you want.
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