Re: Tengoku Game Engine

From: Roger Levy <roger.levy_at_gmail.com>
Date: Fri, 27 Aug 2010 15:39:04 -0400

New build 1.29.12.0 just posted. If you could not get it to work for you
before, you might now, as I fixed many bugs. Grab it here:
http://code.google.com/p/tengoku-engine/downloads/list
I also started a blog to make it easier for me to update my followers:
http://tengoku-engine.blogspot.com/

<http://tengoku-engine.blogspot.com/>Thanks,

Roger

On Sun, Aug 22, 2010 at 3:03 PM, Roger Levy <roger.levy_at_gmail.com> wrote:

> 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 Fri Aug 27 2010 - 12:39:39 PDT


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