Re: A few questions about scripting

Hao Wu <[email protected]>
Newsgroups gmane.games.devel.sweng
Message-ID <[email protected]>
Hi Gabriel,

Thanks for sharing.

On Mon, Apr 26, 2010 at 6:00 PM, Gabriel Ware <[email protected]> wrote:
> Hi Hao,
>
> From what I've seen until now, games are using script for :
> - Game logic : obviously some of the gameplay can be scripted, but usually
> scripts just do the logic while compiled languages are used to code more
> "computational intensive" part of the engine
> - UI logic : engines I've seen are using either graphical languages or
> domain specific languages / API to code the UI and user events handling.
> - real time cutscenes : Engines can also rely on scripting to describe real
> time cutscenes (handling characters displacement, interactions, triggers and
> such)
> - quick time events / triggers
> - Modding / extending the engine after the release date : lastly, I believe
> most engines supporting mods use some kind of scripting language to extend
> their capabilities.

Very specific. I was thinking that the scripts may mainly be used in
the gameplay logic,
saying, game logic or cinematic procedures in your sense. Can I ask
why these parts?
because they are highly subject to change? or because they are
actually the "game" itself
and needs more productive way to program?

>
> Your second question is very difficult to answer, at least for me. I think
> it greatly varies with the kind of game, platforms, media, and community.
> I believe script code can range from 0 to 25 % of the code base for console
> games. I'm also interested if anyone is willing to share on this subject.
> I've seen lots of developers trying to remove all the script from their
> engine as they realized the only ones who are using it are experienced C++
> developers and didn't necessarily need the benefits of scripting.
> On the other hand, there are still engines that really need scripting
> because of their modding community or because they have very skilled
> scripters.

you are right, one of reasons is the scripters. I understand it will become a
touch problem when building up a commercial game. But, to my mind, I would
rather use more friendly scripts to make games comparable to c++.
I'm not saying c++ is not friendly, but I think making games is more
enjoyable than playing tricks with languages.

for the numbers, were you saying the scripts part is no greater than 25%?
how about the else? 50% engine code and 25% native game code?

>
> My 2 cents,
>   Gabriel
>
> 2010/4/26 Hao Wu <[email protected]>
>>
>> Hi, there,
>>
>> I noticed that there was a heated discussion regarding to game
>> scripting. I just have some general questions about it.
>>
>> Since I don't have experience on industrial development, I am curious
>> about scripting, hoping someone could show me some real numbers. My
>> questions are,
>>
>> 1. What parts of game development are written by scripting?
>> engine base code/gameplay/or others? can anyone specify more details?
>>
>> 2. For an entire game, how many percents of codes are written by
>> scripting?
>> I know it varies dependent on many aspects, but could anyone show some
>> real numbers? or maybe a range?
>>
>> Any comments are welcomed. Thanks in advance!
>>
>> Best,
>> Hao
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>>
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>>
>
>
>
> --
> Gabriel Ware
> PS3 Programmer
> Tel : +33 6 64 35 9119
>
> _______________________________________________
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>
>

Thanks again!

Best,
Hao
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