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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53
votes
6answers
13k views

Why do we use scripts in development?

In my current project, Lua scripts are called by the C++ functions on the server side. After that, the scripts again call the C++ functions still in that solution. Why should we do such things and not ...
44
votes
6answers
13k views

How does Lua work as a scripting language in games?

I'm a little hazy on what exactly Lua is and how a game that is programmed in C++ would use it. I'm asking primarily about how it is compiled and run. For instance when you use a program written in ...
42
votes
14answers
17k views

What scripting language should I choose for my game? [closed]

In what cases are what scripting languages better than others? All answers are appreciated, please provide a description, and describe in what cases the language excels in. (Remember, one language ...
25
votes
9answers
15k views

I prefer C/C++ over Unity and other tools: is it such a big downer for a game developer? [closed]

We have a big game project using Unity at school. There are 12 of us working on it. My teacher seems to be convinced it's an important tool to teach students, since it makes students look from the ...
18
votes
6answers
3k 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 ...
17
votes
7answers
2k views

How can I avoid tight script coupling in Unity?

Some time ago I started working with Unity and I still struggle with the issue of tightly coupled scripts. How can I structure my code to avoid this problem? For example: I want to have health and ...
17
votes
4answers
1k views

Game engine: a decent way, architecture-wise, to implement scripting support?

I am developing a simple game engine (in C#, if it matters), and I can't think of a decent enough way to implement scripting in terms of architecture. It's a simple turn-based strategy with custom, ...
16
votes
3answers
9k views

How do you add a scripting language to a game?

Let's say I have a game written in C++. But I want to add some modding or scripting functionality to it. How would one go about adding a scripting functionality to your game?
15
votes
6answers
5k views

What scripting language would you recommend for a C++ game project? [closed]

By scripting here I mean not just putting config data in a script, but scripting parts of the project like some class methods, test specific game loop, etc. This would be not just to accelerate ...
13
votes
6answers
2k views

When would I use “scripts” or “scripting” in a game, as opposed to the core language?

The terms scripts and scripting appear to be used interchangeably on the Game Development Stack Exchange, but other than reading questions about a scripting language choice, I don't understand the ...
13
votes
3answers
3k views

Tips for implementing MMO quest mechanics?

What tools, patterns, or best practices would you recommend to implement the quest mechanics given below listed requirements? I am talking about software architecture (how generic should you be) and ...
12
votes
5answers
879 views

Why place entity config outside of scripts?

I've seen a lot of games that define the entity components in script files, but when they configure each entity and specify what components it has, they use some other file format (like XML). Why do ...
12
votes
3answers
2k views

Scripting and Cinematics without Threading

I've been struggling with how to implement scripting in my game engine. I only have a few requirements: It should be intuitive, I don't want to write a custom language, parser and interpreter, and I ...
12
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 ...
11
votes
4answers
4k views

Game engine with good Lua entity creation/management [closed]

I'm looking for an engine that constructs it's entities using Lua or other scripting language. This is in order to find inspiration and do it in my own engine as well. I know that Cryengine does use ...
11
votes
6answers
917 views

Domain-specific languages for scripting

As most of you know, embedded interpreters for languages like Lua and Python are widely used for scripting game logic, but I haven't seen much information on people going with domain-specific ...
10
votes
3answers
5k views

Exporting Blender bones

I wrote an exporter for blender models that works great for meshes. I'm attempting to extend that to bones defined in blender. However I haven't found good information for exporting bone data. How can ...
10
votes
3answers
369 views

Should scripts interact with an abstraction of the engine?

I'm using Java and Jython, and after some research I discovered giving scripts direct access to the engine interface could be a mistake, as it would tightly couple the two. It looks like most ...
10
votes
2answers
1k views

Handling scripted and “native” components in a component-based entity system

I'm currently trying to implement a component-based entity system, where an entity is basically just an ID and some helper methods tying a bunch of components together to form a game object. Some ...
9
votes
2answers
4k views

Scripting engine for XNA

Say I'm making this big game in C# with XNA. What options do I have to include a scripting feature to my code base?
9
votes
2answers
3k views

What are the pros and cons of Lua vs. Python as a scripting language for XNA/C# platform?

I am thinking about giving a go to one of my ancient ideas for a game. The core point of this game would be the possible level of functional customization of the game environment and objects (such as ...
9
votes
3answers
689 views

What do you look for in a scripting language? [closed]

I'm writing a little embedded language for another project. While game development was not its original intent, it's starting to look like a good fit, and I figure I'll develop it in that vein at some ...
8
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 ...
8
votes
1answer
516 views

Bohemia Interactive's bio2s format

Does anyone have specifications for the bio2s scripting language from Bohemia Interactive? They develop Operation Flashpoint, Armed Assault (ArmA), and Virtual Battlespace. These scripts are ...
7
votes
2answers
777 views

Coroutines in series

How would i go about stacking up a series of Coroutine calls that should be executed one after the other? I have tried getting a flashing color effect looping a series of color lerps in a coroutine ...
7
votes
3answers
6k views

Binding C++ and V8 Javascript from Google

The examples are quite challenging to grasp if you are still getting your head around other things, so the simplest example would be great. Is there a simpler example?
7
votes
2answers
506 views

How can I write a trigger to detect when a terran building burns to its death? (Starcraft 2)

I'm working with Starcraft 2 Map Editor, and am having a little bit of a trigger problem. It's quite easy to detect when a specific unit kills a structure (simply check if triggering unit == ...
6
votes
2answers
479 views

How do you handle scripting in multithreaded environment

In my experience, two approaches are preferred when people want to handle scripting in multithreaded environment. Synchronize every accesses to scripting module with one coarse-grained lock. No ...
6
votes
2answers
6k 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 ...
6
votes
2answers
462 views

Tools for non-programmers to add new tasks to games

Since graphic designers/end users are not programmers, what are the technique to allow them to add new tasks or change application logic in a game? what are the end user tools? I want some popular ...
6
votes
2answers
518 views

How is scripting done in games such as Zelda?

How do games implement their triggers and events that make up the plot of the story. For example, to be concrete how would one implement the story of a game such as The Legend of Zelda: A Link to the ...
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 ...
5
votes
6answers
2k views

Is it possible to use Java as a scripting language?

Is it possible to use Java as a scripting language for a C++ engine/game? I understand that you need to make a binding to the interpreter, but I haven't seen any around.
5
votes
6answers
1k views

Is there a typical career path to learn game development “on the job”?

The extended version of the question is: what is the typical career paths that a developer without specific experience in game development should take if he/she wishes to work in the game development ...
5
votes
2answers
5k 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 ...
5
votes
2answers
422 views

How to keep Lua bindings from cluttering up C++ code? [closed]

I'm writing a game engine that uses C++ and Lua (and Luabind). Currently, I'm writing all the bindings inside the constructor of the class being binded. I really don't like this because it's ...
5
votes
2answers
659 views

Visual Programming tool for creating game quests

I've found a question for visual script editing software tool for creating game behavior logic, but I am looking for something more flexible. I would like to configure the tool to make it produce code ...
4
votes
3answers
910 views

Creating a game with in game programmable AI [closed]

I am looking to make a game where the player can access an in game terminal and then use this terminal to write AI logic in a programming language such as C++ or C#, then they can compile the code and ...
4
votes
2answers
272 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 ...
4
votes
2answers
2k 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
14k 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
1answer
1k views

How to store and parse story actions in XML

I been working on a game in Unity that reads its story (Actions, scene descriptions, NPC's, ect...) from an XML and have been wondering there was a better way to store actions based on player data ...
4
votes
1answer
6k views

why is Lua so important ( frequently used ) in game development [duplicate]

I have written some small games for fun myself, but never used Lua myself. I have seen people discussing Lua's use in games everywhere. The question is: What benefit can I get from using Lua in game ...
4
votes
3answers
493 views

Use of classes for lua extensions

I'm asking about a very small domain. One-off extension scripts. IE, defining a new weapon for scorched earth. When providing and API for small extension I've seen two approaches. The API exposes ...
4
votes
3answers
150 views

Single Switch Script vs Multiple Scripts

Would it be better to have one script that switches or have multiple scripts with each with their own function? In example, Lets say I am making a powerup script. Option 1: Create a single powerup ...
4
votes
1answer
400 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 ...
4
votes
2answers
325 views

Storing Entity Meta-Data

The question is about how to handle data about entities, but not particularly useful to the entity itself. An example of such data may be the external script that controls the entity's behavior or the ...
4
votes
0answers
693 views

Advice on NPC architecture [closed]

I'm developing a 2D Zelda game with LibGDX in Java using TileD maps. I am now adding NPCs to the engine and I'm thinking about how to make them so it's going to be easy for me to add/edit their custom ...
4
votes
2answers
993 views

Experience embedding javascript

I'm looking into scripting languages to embed in my game. I've always assumed Lua was the best choice, but I've read some recent news about embedding V8 as was considering using it instead. My ...
3
votes
2answers
893 views

Simple scripting language for “one-liner”-type scripts?

Can you recommend a scripting language which allows me to easily parse "one-liner" types of scripts (they're just commands, really)? For example, a C/C++ function which simply sets the value of a ...