Tagged Questions
0
votes
3answers
72 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
443 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
vote
2answers
204 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 ...
0
votes
1answer
93 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 ...
2
votes
0answers
259 views
Any recommended books/resources on component-based design?
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 ...
2
votes
1answer
132 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
458 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
533 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 ...
7
votes
2answers
689 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 ...
8
votes
2answers
2k 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 ...
16
votes
4answers
909 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, ...
9
votes
2answers
2k 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?