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Reply to topic GDR Forum Index -> Game Developer's Refuge -> Development Log - GEL5 (Framework, and Projects)
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PoV
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Joined: 21 Aug 2005
Posts: 10781
Location: Canadia
PostPosted: Mon Dec 26, 2016 10:24 am    Post subject: Development Log - GEL5 (Framework, and Projects) Reply with quote

I'll be frank: This project wont see updates frequently. I've barely even started it.

GEL5 is sort of an amalgamation project. I've spent the past couple years basically focusing entirely on HTML5/JavaScript/PHP development, and I kinda like it. And if I'm going to get any gamedev done, I'm probably going to have to move it JavaScript.

The project is part gamedev library, and part research project. I previously built a pretty-serious full fledged game engine with real-time code and content updating named Quack.

https://www.youtube.com/watch?v=qpiVEcjV1y0

Quack (once known as PlayMore) is great, and I love it, but the scripting language used (Squirrel) is very uncommon. Squirrel is very much like JavaScript, but it's not JavaScript. And sadly, I left things in a state where it's just not easy to throw a project together in Quack.

So GEL5 is loosely related to that, and also my general purpose game making library GEL. GEL itself is rather scatterbrained, looking rather different every project it's used on (most not open source). At some point I did open source an older HTML5 version of it, but this was only a subset of the full GEL library.

https://github.com/povrazor/gelhtml-2011

Often times I've started from a clean slate, and here I go again.

So here we go with GEL5 (fact: I'm not actually sure what number it should be, maybe 8-9. But seeing how I've never really numbered it, 5 seems a nice number, as HTML5 plays a big part of it).

I don't see any reason this shouldn't be open source, so it is.

https://github.com/povrazor/gel5
https://github.com/povrazor/gel5-html
https://github.com/povrazor/gel5-sdl2
https://github.com/povrazor/gel5-sample

Code written against GEL5 will be in JavaScript.

Then you pick a runtime (HTML or SDL2). The HTML runtime is designed to run natively in the browser, and the SDL2 runtime natively on the target device (PC, Mobile, etc). Privately I may also have runtimes for consoles, but in general they will work the same as the SDL2 runtime (just contain NDA protected code). Non-HTML versions will use the Chrome's V8 JavaScript interpreter.

https://en.wikipedia.org/wiki/V8_(JavaScript_engine)

I did an experiment with this a looooong time ago, and it's actually not too difficult to get working. But as I learned with Quack, setting up all the function bindings is a pain. :)

* * *

Anyway, that's that. I just wanted to collect my thoughts, and make a post, just in case this ever became something. I don't expect anyone to ever use this besides me, but I wanted to make a thread just in case I had things to share.
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Mike Kasprzak
'eh whatever. I used to make AAA and Indie games | Ludum Dare | Blog | Tweetar
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PoV
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Joined: 21 Aug 2005
Posts: 10781
Location: Canadia
PostPosted: Sun Jan 01, 2017 10:59 am    Post subject: Reply with quote

Because why not, I decided today to try and build v8 for use.

Damn, this is way more stupid than it used to be.

I think I have it figured out now, but it's quite frustrating as every full rebuild takes 20-30 minutes, and the documentation isn't straightforward.... oh, and you need to do that twice.

Right now I'm just killing time waiting for that necessary 2nd compile to finish.
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Mike Kasprzak
'eh whatever. I used to make AAA and Indie games | Ludum Dare | Blog | Tweetar
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PoV
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Joined: 21 Aug 2005
Posts: 10781
Location: Canadia
PostPosted: Sun Jan 01, 2017 12:26 pm    Post subject: Reply with quote



Well there we go.

I'm probably not going to focus on the native (SDL port) much right now, but I wanted to see v8 working.


Making a non-PC (i.e. console) build of v8 looks like it'll be quite a lot of work. I'm expecting a few weeks of work to figure it out.
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Mike Kasprzak
'eh whatever. I used to make AAA and Indie games | Ludum Dare | Blog | Tweetar
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