By “open up” did you mean open source? I’d be happy to contribute once I’ve poked and prodded UE4 a bit but I know a lot more about JS than I do C++. Also, regardless, thank you very much.
I’m trying to get the flying demo to compile, I created a flying C++ template, replaced the files with this. ./Plugins/Flathead/ was empty so I downloaded the linked repo at the specified commit and placed it inside. Then I opened the .sln file in Visual and tried to compile. It failed, so I tracked the error down to Flathead.build.cs:
None of these exist in ./ThirdParty/v8/Libraries/Windows/x64/Release/
v8_base.x64.lib exists, so I copied it to v8_base.lib. Same with v8_nosnapshot.x64.lib What should I do about the other two libraries? Commenting them out leads to an error that looks to be caused by libplatform being missing. From Flathead.cpp:
The files you are referencing are not yet released. The sample game and the Flathead project are both in the process of being updated, and currently the supporting lib files are an aggregate of 1.36GB. I will be packing them up with the official release, slated some time around the end of the month, but I am probably going to split the project so you don’t have to worry about tracking these huge files - when they compile down the executable is still in the tens of MB. If you would like to compile these files for your own project the V8 project builds without too much issue, otherwise I suggest you stick to the previous releases for now: FlatheadFlying Sample
For what its worth, I have a number of changes I’m hoping to be able to deliver on. More details in the next few weeks.
I am looking for 8-12 strong & inspired JS engineers, please leave a message below if you are interested in alpha testing a re-envisioning of the plugin.
Lots has changed, lots is available for modification! =)
Anyone that is interested, please shoot me an email [EMAIL=“bob@gneu.org”]bob@gneu.org
In this email, please answer the following questions:
What is your JS experience like - years of experience, kinds of projects you have worked with etc.
What is your C++ experience like, same as above.
How do you expect being able to leverage JS to help you in your projects?
Are you working solo?
Are you willing to help out with fielding questions, documenting features and or sharing your code with others?
From 1 to 10, what would you score your coding confidence, when undertaking a new project with many unknowns in your favorite language?
What is your favorite feature of Javascript?
Just trying to judge interest and select the appropriate people for this phase. Its basically a working platform at this point, I’m looking to vet the API. It may require a week or two of changing elements of it and submitting new builds out to you, as often as twice a day. I would really appreciate it if those of you that are interested in the project hop into IRC for the next few weeks so we can discuss the features openly. I hope to start this next phase in the next few days, so please don’t drag your feet too much.
If you have any questions, comments or concerns - post them below or email me.
I am almost always around!
May 31 is to be the final day of the beta phase of Flathead, and lots of changes have come. The truth is, I rewrote the entire plugin and am about a day away from finishing the process. Its been a long road, but I think you will find it useful, powerful, interesting, agile and above all else fun to develop with. I’ve been on IRC fielding a handful of questions about the licensing and capabilities that the engine provides, and if you are interested please don’t hesitate to pop over and check out the change log and short list of FAQs.
In the next few days I’ll be cleaning up the OP and getting the documentation in order for your perusal, just in time for mid may madness.
If there are any questions or comments, feel free to email me or post here. bob@gneu.org
But doesn’t the UE4 EULA enforce language integrations to be all-free? How can you make this a paid plugin then?
My understanding was thats why Mono integration stopped. Don’t misunderstand my question as criticism or trolling, Im genuinely interested if I understood the EULA wrong here or that you might have different agreement with Epic.
The plugin itself is completely free and open sourced. You would be purchasing a license to my binding. From last weeks twitch stream I think your interpretation may also be off, as they are about to start distributing paid code plugins on the marketplace soon, and have been selling content plugins since the market place went public. All of the third party plugins currently work the same way as I have created this one.
Though, I’ll dive back into the EULA to confirm. Thanks for the notes!
Selling plugins per se is just fine. Its just that the EULA has a specific requirement for programming languages as this, and thats what I meant:
In 1.d.
[]
You may Distribute an integration of a programming language other than C++ for the Licensed Technology, but if you do, the integration must be Distributed free of charge, permit Distribution in a Product free of charge on all platforms, and be available in source code form (including, but not limited to, any compiler, linker, toolchain, or runtime) to all Engine Licensees.
[=;290131]
Selling plugins per se is just fine. Its just that the EULA has a specific requirement for programming languages as this, and thats what I meant:
In 1.d.
[/]
Thank you for this note as well. I understand your concern (Read what the EULA says), but you aren’t buying the language implementation, any of the tools phases along the way and/or the final resulting code. You are purchasing the binding between the two and it is also available in source form and able to be freely distributed, once purchased. I have been assured that this is within the confines of the agreement.
I am going to do you (and else) one better, I just got off the phone and will be contacting epic directly for their views on this situation.
Judging by their response an action will be taken.