Johnathon's Blogs
I decided to put together a video demonstration showing Managed Scripting working with XNA projects.
Author Johnathon Date 11/18/2009 (9:51 am) Comment 0 comments
After 6 months of developing on it, I've finally released the beta for a .NET scripting engine that can be used with Torque X for runtime compiling.
Author Johnathon Date 11/13/2009 (5:56 am) Comment 4 comments
It's finally ready for a beta release, with everything buttoned up but the documentation. With that being said I recorded some videos to demonstrate the engine in action.
Author Johnathon Date 07/27/2009 (12:44 am) Comment 0 comments
Yesterday I demonstrated how to use the scripting engine to compile users scripts for use during your application/games runtime. Today I will show how to load the assembly during runtime, instance a script/class and invoke it's method.
Author Johnathon Date 07/03/2009 (1:29 am) Comment 0 comments
TXScript & DotScript have underwent a lot of changes in the last month since my previous post. Scripting for Torque X isn't that far away!
Author Johnathon Date 07/01/2009 (10:48 pm) Comment 2 comments
DotScript 4 Torque X seemed like to much of a mouth full to say and type, so I gave it an official name. TXScript. Which btw, is working and useable. However I am still working on better integration with Torque X so it can take full advantage of what Garage Games has to offer.
Author Johnathon Date 05/18/2009 (8:15 pm) Comment 2 comments
DotScript 4 TorqueX seeks to add scripting support to TorqueX projects, allowing PC-based projects to perform dynamic C# script compiling, and both XBox and PC projects to Instance Types during the games runtime, with Method Invoking and Property Access performed on the fly.
Author Johnathon Date 05/14/2009 (1:29 am) Comment 3 comments
Development has started, with my project being based off the fps starter kit. Today I post some general ideas on what kind of game I am wanting to build, the progress I achieved during the first 4 hours of development and additional thoughts on creating an iPhone game.
Author Johnathon Date 05/06/2009 (10:54 pm) Comment 7 comments
Building a game for the iPhone is certainly not a cheap and quick venture. Considering the cost of an iMac if you do not have one, the $100 Apple Developer fee, then the fact that you must develop your own engine/tools/game using Cocoa, or using existing technology like iTGE, iTGB or Unity... Any of which will run you an additional $500+
Author Johnathon Date 05/05/2009 (10:10 pm) Comment 8 comments
Author Johnathon Date 01/07/2008 (4:12 am) Comment 5 comments
Author Johnathon Date 12/08/2007 (8:34 pm) Comment 3 comments
Author Johnathon Date 11/29/2007 (2:12 am) Comment 6 comments
Author Johnathon Date 11/18/2007 (9:27 pm) Comment 0 comments
Author Johnathon Date 11/16/2007 (2:25 am) Comment 1 comments
Author Johnathon Date 11/11/2007 (10:26 pm) Comment 20 comments
Author Johnathon Date 11/08/2007 (9:48 pm) Comment 3 comments
Author Johnathon Date 11/08/2007 (12:36 am) Comment 3 comments
Author Johnathon Date 11/04/2007 (9:41 pm) Comment 3 comments
Author Johnathon Date 11/04/2007 (12:11 am) Comment 4 comments
