Re: I just don't get it (Was: Scripting Systems)
"Brett Bibby" <[email protected]>
| Newsgroups | gmane.games.devel.general |
|---|---|
| Organization | GameBrains |
| Message-ID | <[email protected]> |
> > I somewhat agree with you. I think that the only real excuse to use a > scripting language for all the game logic is portability, specially if > you are targeting the mod community. However, if you design your > language from scratch you can also add special features that ease the > development of the scripts, for example, quakec provided a mechanism to > specify state machines and animations, and unrealscript also has state > machines and other nice features. > > In most cases I think that a scripting languages are overrated. However, > that doesn't mean that scripting languages shouldn't be useful for > games, it's just that I don't see the need to code all the game logic > using a scripting language. > Or you might not want your level designers booting CodeWarrior and messing about with the code (and taking up licenses). Scripting is limiting to programmers, liberating to non-programmers.We regularly look at the scripts and if we see repeated logic we implement similar logic in a plugin and remove it from the scripts. Very nice system that allows the script logic to change hundreds of times a day and once it settles into the desired functionality it gets petrified into code. Iterative programming at its best. Brett ------------------------------------------------------- The SF.Net email is sponsored by EclipseCon 2004 Premiere Conference on Open Tools Development and Integration See the breadth of Eclipse activity. February 3-5 in Anaheim, CA. http://www.eclipsecon.org/osdn _______________________________________________ Gamedevlists-general mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU7