A type of programming, often meant to be easier to learn than more "traditional" programming. Scripting is often used when performance is less important than ease of use. Examples of scripting languages are: Javascript, Lua, Perl, Python, and PHP. Scripting languages are often interpreted instead of ...

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3
votes
1answer
183 views

How would one go about integrated python into a c++ written game for the use of user-made scripts

I'm quite new to game development (not the site) and I'm currently just trying to educate myself about some certain things before I really begin working and a game. anyway, I'd like to know what ...
1
vote
1answer
481 views

how to link a c++ object to a local variable in Lua

I'm completing my scripting interface with Lua, but recently I've stuck at some point. I have several functions for my Entitiy events like Update(). I have a function called create_entitiy() which ...
0
votes
1answer
163 views

Sub-systems in game engines

So here's the problem- I'm writing my own engine library, and it works fine with stuff like menus and the actual game screen. The thing is, I can't really figure out how to integrate something like an ...
17
votes
6answers
2k views

Is implementing your own scripting language viable?

I am coding a beat 'em up game in C++ and the time has come to implement scripting for events, triggers, cutscenes etc. I have read around on the internet and gotten a fair bit of information. My ...
2
votes
1answer
347 views

How to handle scripted events in a 2d java game?

I'm in the planning phases of a 2D java game. The game is a tile-based platformer with some action-y parts to it, like a Metroidvania formula game. The static portion of each stage is expressed as an ...
2
votes
1answer
188 views

Implementing a wait function in a game script

I have been implementing behavior for enemies in my game and so far I have been doing it sort of like below: public void update() { if (frame > 60 && frame % 30 == 0) { ...
0
votes
1answer
488 views

Detecting if “Wall” To The Left or Right Of Player Unity3D

I am working on a 3D Platformer in Unity3D and I need to prevent the player from going through walls. The movement for my player works like this: (A bird-eye-view representation)The areas the ...
2
votes
1answer
358 views

Game Development AI, NPC & Entities Definition using Scripting Languages

i am developing a Multiplayer(actually MMORPG) architecture for learning purpose. I do have some game developement background, but all my engines were very rigid and completly developed for the game ...
4
votes
1answer
385 views

What to pass to scripting

I am using Java and libgdx to create a game and have decided to go a data driven approaching with Jython for this refactoring (just picked up Jython, have used Java for a while). The game is a ...
2
votes
1answer
879 views

How do I make someone walk in Skyrim?

I'm coding a mod for Skyrim with Papyrus and the Creation Kit. I can't seem to get an Actor to move from point A to point B. I know there's a function to teleport an actor, but how can I make them ...
3
votes
2answers
1k views

Playing different particle effects in Unity on the same ParticleSystem

The question really sums it up: What is the best way to use one particle system for playing different particle effects? The scenario: GameObject is picked up and it starts playing a simple indicator ...
4
votes
4answers
9k views

InputManager in Unity

I´m having a rough time trying to figure out a proper way of dealing with key mapping and key bindings in unity. The built-in unity input manager is useless to me since it doesnt support key mapping ...
4
votes
2answers
251 views

generating animations in runtime

i am creating my 3d game engine using Opengl. this question might sound stupid to you but i am still in the process of learning, i have a 3d animated girl that slaps guys of different talls on the ...
1
vote
0answers
127 views

Batch mesh simplification [closed]

I need a script for simplifying meshes, to run on a server in headless (no GUI) mode. Are there open source (or at least gratis) tools out there I could use for this? Or, how would I script Blender to ...
3
votes
2answers
3k views

How does Unity use C# as a scripting language?

To my knowledge, thus far, I have thought that C# is and has always been a compiled language. I have recently started studying Unity3d and noticed that they give C# as an option for scripting and ...
0
votes
1answer
75 views

How to change Vectors due to change in it's dependent Base Vector?

PLOT : I have been developing a game where the player falls down on Y axis and the camera is a Top-Down view camera. The camera, player (main character in the game) movements etc. have all been ...
3
votes
1answer
191 views

How do I change the window position in Unrealscript?

So when I start my game it starts out in the middle of my screen at 1024x768 resolution, but then when I change the resolution via consolecommand("SETRES ..."); it resets the window position to the ...
3
votes
2answers
719 views

Does it make sense to use Lua scripting in a game developed in Python?

Well for C++ written games using Lua scripts for easy changing ai, quets etc is very reasonable and it's common. However now I'm going to write a game in pure python and I don't know if I should use ...
2
votes
2answers
166 views

How might I script the creation of CLR objects?

I am looking for a method to script the creation of entities (arrays of components) for delivery through my entity factory, i.e scripted creation of .net objects. I have looked into Lua but it seems ...
1
vote
5answers
384 views

Are any scripting languages designed to be reloaded at runtime?

I'm currently working on my first game engine. So far, I have a cross-platform rendering framework and support for numerous file types, but game development is still a hard slog when I'm having to ...
2
votes
2answers
4k views

How do I create an actor class in UDK that will spawn a specific particle system?

I'm trying to write a new class that I can drag from actor classes window into the scene and it will spawn a specific particle effect. Its going to be a 'prop' that later will also contain a static ...
1
vote
2answers
201 views

Why released games usually contain their scripts sources?

AFAIK people like scripting because it's easier, and it makes development cycle faster. But what about when games are shipped. No one expects shipped binaries to be changed, unless there is an update ...
0
votes
1answer
636 views

A good approach on working on player controller for movable platforms?

I have got my player controlling working out decent enough, except with mediocre animation controller for the player, but oh well. All I have done so far is basic input: move, run, jump, multi-jump. ...
3
votes
0answers
133 views

Is there a logic game engine to be used in OS game? [closed]

Ludocore is a paper where a research on a logic game engine is presented. For game I cooperate on -- Opendungeons -- it would seem fine to have separate abstract layer of code which would deal only ...
2
votes
1answer
254 views

How can I instantiate my variables in Boo?

I have a Player Attributes class: import UnityEngine class Stat (): public current as int public max as int class PlayerAttributes ( MonoBehaviour ): public Name as ...
0
votes
1answer
29 views

Torque2D default t2dTileMap object

When I start a blank project I have noticed that I get one t2dSceneGraph and one t2dTileMap (under the project tab). I selected the t2dTileMap and gave it a name 'tilemap'. In my game.cs function ...
0
votes
1answer
57 views

Torque2D createTileLayer

The script reference "manual" is not much of a help. When I look up createTileLayer(tileCountX/tileCountY/tileSizeX/tileSizeY) it doesn't say more than it creates a new TileLayer. But, in what unit ...
0
votes
3answers
308 views

c# scripting execution with xna (actions take more than 1 frame)

I'm trying to figure out how to implement c# scripting into my game (XNA with C#). I will be using C# as the scripting language. My question is, how to call functions that take more than 1 frame to ...
2
votes
1answer
734 views

Scripting for a C#, multiplayer game

I have a multiplayer game written in C# and we've recently been creating a lot of content but have been looking for a way to give our entities customization logic that the designers can hook into. I ...
-1
votes
2answers
216 views

Markup format or script for data files? [duplicate]

Possible Duplicate: How to choose how to store data? The game I'm designing will be mainly written in a high level scripting language (leaning towards either Lua or Squirrel) with a C++ ...
0
votes
1answer
930 views

Simpler alternative to AngelScript

I want to give players the ability to create and share bullet patterns for a shoot'em up. The pattern scripts should have all the common programming stuff like loops, if/else, variables, and so on. ...
2
votes
2answers
426 views

Importance of scripting engine at Cocos2d Game Engine

Each Game Engine is different and solves different problems in different ways, so the engine design does vary greatly from engine to engine (even though a lot of principles are shared from engine to ...
2
votes
1answer
116 views

Torque2D, Class vs Datablock

I'm scripting my first game with Torque2D and have not fully understood the difference between "Class" and Datablock. To me it seems like Datablock is similar to a struct in C/C++ or a Record in ...
0
votes
1answer
382 views

Python library for scripting (C++ integration)

Please advise me good wrapper/library for python. I need to implement simple scripting in c++ app; Under "good" I mean pretty understandable, well documented, no memory leaking, fast. For creating ...
-1
votes
4answers
2k views

Lua or C# beneficial over C++ for small, single person project? [closed]

I plan to do a fairly small game development project as a single programmer. I have read that alternatives to C++ such as C# or integrating Lua scripts is more time and effort efficient in ...
2
votes
3answers
291 views

How can I customize an FPS game?

I want to create a customized (modded) fps game where I can change the look and feel of the game to match my intended theme. Some of the things I would like to do: Create a custom map (terrain). ...
1
vote
1answer
909 views

Scene graph in Unity3D

I was wondering if any scene graph-like mechanism is implemented into Unity3D? For example if I have a GameObject, can I add child cubes to it so when I rotate the parent GameObject, the siblings will ...
3
votes
2answers
4k views

Where to attach global scripts in Unity?

As far as Iknow in Unity, every script must be attached to an object. But what is the case with global scripts? For example in a tetris-like game to which object should I attach the element spawner ...
5
votes
4answers
3k views

Should NPC dialog be stored in XML or in a script?

I'm developing an action RPG with some friends. I would like to know the differences and pros/cons of making NPC's dialogue using a file in XMLformat instead of using a script. I see that script ...
11
votes
3answers
3k views

How smartly implement scripting in game

I'm developing a game engine. It is supposed to be an entity/components based one. For developing my game itself (using my engine of course) i though to use some scripting language to actually create ...
1
vote
2answers
657 views

Unity gizmos vs. referenced game objects

I'm designing a Unity script that I intend to be highly reusable and as easy as possible to setup within the editor. To this end, a number of properties of this script really need some kind of visual ...
-3
votes
1answer
243 views

The point of using a scripting language [duplicate]

Possible Duplicate: Why do we use scripts in development? Im wondering, why do people use scripting languages like Lua or Python in game engines when we can use CLI/C++ or C# interpreters? ...
1
vote
1answer
5k views

How do I make game server for UDK game?

I'm new in UDK and I'm starting to develop online multiplayer games. There is a one problem, I couldn't find any tutorials about how to make a game server using udk. I suppose, that it uses unreal ...
0
votes
1answer
184 views

Syncing properties across a game server

I'm beginning to implement a simple scripting system into my networked server, and I've hit a snag. Before, I've been wrapping my calls into functions on objects that manipulate objects, but lately ...
3
votes
0answers
576 views

Any recommended books/resources on component-based design? [closed]

I come from a background with heavy use of the classical object-oriented paradigm for software development. The company I am a part of switched to Unity not too long ago, and we're all very excited ...
0
votes
3answers
167 views

How can I save state from script in a multithreaded engine?

We are building a multithreaded game engine and we've encountered some problems as described below. The engine have 3 threads in total: script, render, and audio. Each frame, we update these 3 ...
2
votes
1answer
292 views

Scripting: Loading all scripts at runtime vs loading scripts when needed

I'm using Boo as a scripting language in my C#/.NET game via the in memory compiler with it and I really love it, however I'm having trouble deciding when I should load my scripts. This is my first ...
1
vote
2answers
946 views

How do you make game objects (enemies, NPCs) move in interesting, non-linear ways? (e.g. shoot 'em up enemies)

I'm using a series of easing equations to make menus and transitions a little more interesting in my first game. That got me thinking about how game objects (enemies, NPCs, spaceships, whatever) are ...
7
votes
1answer
1k views

How do I communicate with an IronPython component in a C#/XNA game?

My XNA game is component-oriented, and has various components for position, physics representation, rendering, etc, all of which extend a base Component class. The player and enemies also have ...
2
votes
2answers
648 views

Scripting language with class instance support

I have come across the need to use a scripting engine for my C++ game, but after experimenting with many languages since the last few days, nothing has truly stood out as the obvious choice for a ...