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Author Topic: Wrecked Games Engine (WGE)  (Read 48157 times)

posixninja

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« Reply #180 on: June 14, 2006, 08:04:26 AM »

I like exceptions myself, I can probably do it easily with sq_seterrorhandler()  :D  i'll get it done tomorow, for now, it's bed time.
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pjcast

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« Reply #181 on: June 14, 2006, 08:17:50 AM »

That would be exceptional :) - no pun intended ;)
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posixninja

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« Reply #182 on: June 27, 2006, 06:40:57 AM »

sorry, I disappered for a few days, trying to find a new job.  Anyways, I got my engine catching unhandled exceptions now.  I'll merge it into WGE a little later, but a few questions. First, what do you intend on throwing?  I have it throwing just a sting right now, but it can be anything.  Also do you intend on halting execution on error, or just sending it to debug log?  The later is nicer if you plan on adding a console into the engine.  Or if you'd like it can log on compile error, and halt on runtime error.  I don't know, what do you think?
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pjcast

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« Reply #183 on: June 27, 2006, 08:10:13 AM »

I think as much recovery from exceptions would be good. So, mostly just logging. Unless, the exception is impossible to recover from. And, I like just throwing strings, as they are more logable.

Oh, and good luck on finding a job, I'm also in the market.. Hopefully you are having better luck than me :)
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posixninja

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« Reply #184 on: June 28, 2006, 03:59:45 AM »

Well, i've been racking my brain all night trying to think of a nice way to handle these exceptions.  Part of the problem is when squirrel throws an error, SqPlus throws an error as well, so i'll have to do away with the try block around RunScript.  Second, if CompileScript throws an error, there's really no use running the script (no script to run!).  CompileBuffer on the other hand shouldn't halt, I just need to find a way to figure out where the script is coming from, shouldn't be hard.

As far as jobs go, i'm a highschool dropout with no college, or work experince, so luck is needed!  I've been programming and hacking my whole life though, self taught through books and the internet.  I was considering submitting my resume to google, as they have a few entry level positions that I'm more then qualified for.  You should give it a shot too, it looks like an awsome place to work, and they have like 5 offices in CA.  Check it out http://www.google.com/jobs/
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pjcast

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« Reply #185 on: June 28, 2006, 08:10:14 AM »

Well, that defanitely makes the going a little rougher. Hopefully you got your GED though :) I am in a similar boat as you almost.. I have a highschool degree, however, but spent five years in the Navy doing non-programming (electronics), and since I've been out, I've gotten just an assiciates.. But, have been programming/hacking away for most of my life.

Unfortunately, many employers want to see some stupid Bachelors degree that doesn't mean you even have any skills in software. Which, makes me a little angry sometimes  :axe:

Anyway, good luck to both of us. And, good luck with squirrel, it is a beast sometimes ^^
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posixninja

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« Reply #186 on: July 01, 2006, 03:14:45 AM »

Ya I got extreamly high scores on my GED, but as you said, everyone wants to see that damn bachelors.  Anyways, i'm creeping though this code right now, life is keeping me busy.  The code knows now whether it was a compiled script or buffer (must use newest version though), and I thought up a somewhat nice way to handle the errors in the scripts.  Instead of halting on the first error it encounters, i'll have it try to compile all the scripts (logging any errors or sucesses).  This should be a little more productive since you'll know ALL the scripts that have errors in them, instead of the first one with an error.  I really need to figure out how the scripting will be done though.  Will each object and system have it's own script, or will it all be in one big file?  For scripted objects it would be fine to just ignore and not use, but for scripting core objects (managers, like input) all errors would defintally have to be fatal.
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pjcast

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« Reply #187 on: September 15, 2006, 01:09:54 PM »

@mysterycoder
I've copied over the self extracting exe's you had in your ftp directory to the file location, as the old depend downloads were missing your Ogre/opt additions.
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mysterycoder

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« Reply #188 on: September 15, 2006, 01:42:47 PM »

@pjcast: ok, well there will be new ones soon, just a heads up. With the release of Ogre 123 :), also with OIS 0.7. But that'll have to wait a bit. With my new permissions, I'll be able to upload the new ones straight to the right spot, correct?
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pjcast

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« Reply #189 on: September 15, 2006, 01:56:11 PM »

Correct. Though, I do not recommend bothering with updating to Ogre 1.2.3.

Soon enough, we will be using Eihort :)
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pjcast

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« Reply #190 on: September 15, 2006, 02:17:52 PM »

WGE is pretty unbuildable right now :|

mysterycoder, you committed a project without files, and there is no KeyboardPublisher.cpp amongst others.

I was so close to getting everything built, but had to update. Now, I regret that. Additionally, there are issues with fmod manager building I was trying to fix. For now, I am just going to commit what I have here :/
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mysterycoder

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« Reply #191 on: September 15, 2006, 02:40:07 PM »

Yeah that was a really big accident, I only meant to update "etc," which would just update ogrenewt, but I clicked on WGE by accident,and I commited the in work version instead. :oops: its not even supposed to build right now. Is there any way to revert? I have a copy of it right before I committed, so I have all of the updated files. Again REALLY sorry.
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pjcast

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« Reply #192 on: September 15, 2006, 02:45:28 PM »

No problem, I just wasn't quite sure what was supposed to be committed :)

I'll fix the revision ;)
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mysterycoder

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« Reply #193 on: September 15, 2006, 02:48:46 PM »

Ok, great, thanks  :)
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pjcast

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« Reply #194 on: September 15, 2006, 03:33:11 PM »

Ok, a bit tedious, but I think I reverted all the majorly affected files. I used the Tortoise log feautre, and right click -> revert changes, which does a svn merge to revert to the onld files. Then, committed the modifed files :)
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