Just posting to let everybody know that the Sith 2 pre-alpha build and the source code are now public and available from http://sourceforge.net/projects/sith2
If you know how to program, feel free to contribute! Right now we need experienced physics coders most of all, but just about any contribution will be appreciated.
...is a wasteland with corrupt administrators. Here's a bit of helpful advice for anybody who is thinking of going there for help: Don't. You'll just get some retarded admin who thinks he's a lawyer pass judgement and then refuse to listen to you afterwards.
Obscure, if you're reading this: get a law degree you sack of crap.
Nope, still can't tell you what it is.
If I told you what it was, I'd have to kill you.
(Check back in a few hours)
Numerous refinements to the COG VM from Sith 2 have been backported to the public GPL source code release. Feel free to incorporate the COG VM in your own projects for the betterment of mankind.
A new video highlighting the progress of the engine can be found on the files page.
<SM_DjDTM> <censored> UPDATE THE NEWS PAGE PLZ
- Engine is progressing steadily. Lots of features you can't see in screenshots.
The really low-level code is almost done. This includes the Virtual Machine, Virtual File System, Kernel, internal library (COGLIB), console subsystem, shell and kernel messaging subsystem.
Already at this point the Sith 2 backend is decidedly more complex than the one in JK. COG plays a drastically more emphasized role (all configurable options are stored in the VM itself, and console commands execute in the VM), as well each component of the engine can potentially execute in parallel (or on a single processor, in arbitrary order. The kernel itself is a fully-functional cooperative multitasking kernel with signalling).
Anyway. Just letting it be known that progress is happening. Once the back end is finished other people can actually get involved, meaning the project can really take off. Watch this space.
There have been several additions and refinements. Code generation should be near-perfect and all stack leaks should be gone.
For the binary release I also added 2 new verbs for testing:
flex s2ReadString(), which reads a string from stdin/the console.
bool s2StringCompare(string, string), which compares two strings.
The functionality of both of these hinges on how strings and flexes behave in the VM. Have fun figuring it out! :)
The source code for 0.03 has been posted in the files section, along with the Visual Studio 2003 project and solution files. It should compile cleanly on pretty much any operating system.
A small disclaimer: Most of the back-end stuff is only temporary, or will see an overhaul so it can be safely incorporated into a real game. It's messy, and don't count on things staying the same for very long.
- Issue involving the 'dirty stack' model and looping resolved. (seriously, thanks Sige)
- jkStringConcatFormatted*() actually works now. I test these things, I swear.
The following improvements have been made over the original release:
- First Win32 port available
- Added support for the missing grammar for(expression-statement; expression-statement; )
- No longer case-sensitive