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 >> _______________________________________________ >> Sweng-Gamedev mailing list >> [email protected] >> >> http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com >> > > > > -- > Gabriel Ware > PS3 Programmer > Tel : +33 6 64 35 9119 > > _______________________________________________ > Sweng-Gamedev mailing list > [email protected] > http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com > > Thanks again! Best, Hao _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com