Re: Tengoku Game Engine

From: Roger Levy <roger.levy_at_gmail.com>
Date: Sun, 22 Aug 2010 15:03:28 -0400

OK, the SDK has been fixed to work with 3.2.2. Also some other fixes and
additions.
I've put up the new build on the project page.

Grab it here: http://code.google.com/p/tengoku-engine/downloads/

On Sat, Aug 21, 2010 at 11:03 AM, Roger Levy <roger.levy_at_gmail.com> wrote:

> Sorry everyone, the most recent SwiftForth codebase is no longer compatible
> with my customizations. I just discovered this today. I will work on
> trying to get Tengoku running again. Sorry for the inconvenience.
>
> Roger
>
>
> On Thu, Aug 19, 2010 at 9:34 AM, Roger Levy <roger.levy_at_gmail.com> wrote:
>
>> Hi,
>>
>> I wanted to let the SwiftForth community know about my project, Tengoku, a
>> game engine I'm developing that runs on SwiftForth.
>>
>> Check out my work so far at http://code.google.com/p/tengoku-engine/
>>
>> Some people will remember some of my previous experimental game
>> development systems, Glypher, GC-Forth, and ForthQuest. This one is my
>> final destination, and actually has a proper version numbering system, some
>> documentation, and a stab at portability.
>>
>> For Tengoku I had to build a dialect, that changes the meaning of a few
>> words, adds some words, supports fixed-point numbers, and replaces SWOOP
>> with my own object system, which I just call modules. But it is intended to
>> be able to compile on any ANS Forth system (though it doesn't yet). It
>> supports generic programming, does not have inheritance, and treats objects
>> as system-wide contexts (that's the best way I can describe it).
>>
>> I also put up a set of files to be able to use TextPad for Tengoku
>> development the same way I do.
>>
>> The engine itself is component-based, which means you can combine any set
>> of features to create game objects, and there is no fixed hierarchy. So far
>> this design choice has been really successful. What's great is that because
>> of Forth I was able to do it in a way that works just like normal code,
>> unlike in C++ where a lot of extra work is saddled on the user.
>>
>> The first major version of the engine is fairly far along. I'd say it's
>> 70% done. It needs testing and documentation. I'm open to future
>> collaborative development, and discussion about issues or constructive
>> criticism. I hope to turn this into a commercial endeavor in some way, but
>> I don't have a fixed idea about how to do that yet.
>>
>> Cheers,
>> Roger
>>
>
>

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Received on Sun Aug 22 2010 - 12:04:15 PDT


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