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 ...
3
votes
1answer
101 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 ...
1
vote
0answers
25 views
Batch mesh simplification
I need a script for simplifying meshes, to run on a server in headless (no GUI) mode. Are there open source (or at least gratis) tools out there I could use for this? Or, how would I script Blender to ...
3
votes
2answers
207 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 ...
0
votes
1answer
61 views
How to change Vectors due to change in it's dependent Base Vector?
PLOT :
I have been developing a game where the player falls down on Y axis and the camera is a Top-Down view camera. The camera, player (main character in the game) movements etc. have all been ...
2
votes
0answers
49 views
How do I change the window position in Unrealscript?
So when I start my game it starts out in the middle of my screen at 1024x768 resolution, but then when i change the resolution via a consolecommand("SETRES ..."); it resets the window position to the ...
3
votes
2answers
244 views
Does it make sense to use Lua scripting in a game developed in Python?
Well for C++ written games using Lua scripts for easy changing ai, quets etc is very reasonable and it's common. However now I'm going to write a game in pure python and I don't know if I should use ...
2
votes
2answers
108 views
How might I script the creation of CLR objects?
I am looking for a method to script the creation of entities (arrays of components) for delivery through my entity factory, i.e scripted creation of .net objects.
I have looked into Lua but it seems ...
1
vote
5answers
242 views
Are any scripting languages designed to be reloaded at runtime?
I'm currently working on my first game engine. So far, I have a cross-platform rendering framework and support for numerous file types, but game development is still a hard slog when I'm having to ...
2
votes
2answers
323 views
How do I create an actor class in UDK that will spawn a specific particle system?
I'm trying to write a new class that I can drag from actor classes window into the scene and it will spawn a specific particle effect. Its going to be a 'prop' that later will also contain a static ...
1
vote
2answers
159 views
Why released games usually contain their scripts sources?
AFAIK people like scripting because it's easier, and it makes development cycle faster. But what about when games are shipped. No one expects shipped binaries to be changed, unless there is an update ...
0
votes
1answer
132 views
A good approach on working on player controller for movable platforms?
I have got my player controlling working out decent enough, except with mediocre animation controller for the player, but oh well. All I have done so far is basic input: move, run, jump, multi-jump. ...
3
votes
0answers
104 views
Is there a logic game engine to be used in OS game?
Ludocore is a paper where a research on a logic game engine is presented.
For game I cooperate on -- Opendungeons -- it would seem fine to have separate abstract layer of code which would deal only ...
0
votes
0answers
37 views
How to dump the dom in Qt Script?
Good afternoon,
I’ve connected the Qt (4.8) script engine up within my application.
I’m still learning how to make my application accessible from scripts.
I’d like to debug it by enumerating ...
0
votes
0answers
86 views
Trying to optimize a plane in Unity [closed]
So unity provides gameobject creation of a plane which contains a lot of triangles Unity calculates which is really unneeded for a simple plane. I was following a tutorial on how to do this, but I am ...
2
votes
1answer
118 views
How can I instantiate my variables in Boo?
I have a Player Attributes class:
import UnityEngine
class Stat ():
public current as int
public max as int
class PlayerAttributes ( MonoBehaviour ):
public Name as ...
0
votes
1answer
19 views
Torque2D default t2dTileMap object
When I start a blank project I have noticed that I get one t2dSceneGraph and one t2dTileMap (under the project tab). I selected the t2dTileMap and gave it a name 'tilemap'.
In my game.cs function ...
0
votes
1answer
38 views
Torque2D createTileLayer
The script reference "manual" is not much of a help. When I look up createTileLayer(tileCountX/tileCountY/tileSizeX/tileSizeY) it doesn't say more than it creates a new TileLayer.
But, in what unit ...
0
votes
3answers
152 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
565 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
votes
2answers
121 views
Markup format or script for data files? [duplicate]
Possible Duplicate:
How to choose how to store data?
The game I'm designing will be mainly written in a high level scripting language (leaning towards either Lua or Squirrel) with a C++ ...
0
votes
1answer
200 views
Simpler alternative to AngelScript
I want to give players the ability to create and share bullet patterns for a shoot'em up.
The pattern scripts should have all the common programming stuff like loops, if/else, variables, and so on.
...
2
votes
2answers
173 views
Importance of scripting engine at Cocos2d Game Engine
Each Game Engine is different and solves different problems in different ways, so the engine design does vary greatly from engine to engine (even though a lot of principles are shared from engine to ...
2
votes
1answer
71 views
Torque2D, Class vs Datablock
I'm scripting my first game with Torque2D and have not fully understood the difference between "Class" and Datablock.
To me it seems like Datablock is similar to a struct in C/C++ or a Record in ...
0
votes
1answer
191 views
Python library for scripting (C++ integration)
Please advise me good wrapper/library for python. I need to implement simple scripting in c++ app; Under "good" I mean pretty understandable, well documented, no memory leaking, fast. For creating ...
-2
votes
4answers
580 views
Lua or C# beneficial over C++ for small, single person project? [closed]
I plan to do a fairly small game development project as a single programmer. I have read that alternatives to C++ such as C# or integrating Lua scripts is more time and effort efficient in ...
2
votes
3answers
187 views
How can I customize an FPS game?
I want to create a customized (modded) fps game where I can change the look and feel of the game to match my intended theme.
Some of the things I would like to do:
Create a custom map (terrain).
...
1
vote
1answer
323 views
Scene graph in Unity3D
I was wondering if any scene graph-like mechanism is implemented into Unity3D? For example if I have a GameObject, can I add child cubes to it so when I rotate the parent GameObject, the siblings will ...
1
vote
2answers
521 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 ...
2
votes
4answers
877 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 ...
7
votes
3answers
752 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 ...
1
vote
2answers
206 views
Unity gizmos vs. referenced game objects
I'm designing a Unity script that I intend to be highly reusable and as easy as possible to setup within the editor. To this end, a number of properties of this script really need some kind of visual ...
-3
votes
1answer
151 views
The point of using a scripting language [duplicate]
Possible Duplicate:
Why do we use scripts in development?
Im wondering, why do people use scripting languages like Lua or Python in game engines when we can use CLI/C++ or C# interpreters?
...
0
votes
2answers
2k views
How do I make game server for UDK game?
I'm new in UDK and I'm starting to develop online multiplayer games.
There is a one problem, I couldn't find any tutorials about how to make a game server using udk. I suppose, that it uses unreal ...
0
votes
1answer
116 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 ...
3
votes
0answers
336 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 ...
0
votes
3answers
125 views
How can I save state from script in a multithreaded engine?
We are building a multithreaded game engine and we've encountered some problems as described below.
The engine have 3 threads in total: script, render, and audio. Each frame, we update these 3 ...
2
votes
1answer
173 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
547 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
632 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 ...
0
votes
3answers
196 views
How should I start out? [closed]
I want to learn to program, as it seems very interesting. I was wondering where i should start or what I should start with? Any and every tip would be nice.
2
votes
2answers
492 views
Scripting language with class instance support
I have come across the need to use a scripting engine for my C++ game, but after experimenting with many languages since the last few days, nothing has truly stood out as the obvious choice for a ...
7
votes
2answers
791 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 ...
1
vote
2answers
369 views
What is a good “easily” moddable and scriptable 3D game?
I've made a fair number of 2D games (and actually completed/released a few of them). I'm hesitant to move into the 3D realm, because of the order of magnitude (everything takes ~10x more work).
To ...
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 ...
6
votes
3answers
2k 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 ...
2
votes
2answers
230 views
How to make and render a simple game just with 3d max?
I want to make a simple EXE file, where there is one object in the scene and the user can rotate that object by using arrow keys (or mouse).
Is there any way in which I don't have to use a game engine ...
2
votes
4answers
1k views
Unity: Assigning a key to perform an action in the inspector
I am trying to write a simple piece of code in JavaScript where a button toggles the activation of a shield, by dragging a prefab with Resources.load("ActivateShieldPreFab") and destroying it again ...
2
votes
1answer
567 views
Changing properties for multiple objects in unity 3d free?
So my team and I need to assign values to specific values in the inspector to large numbers of objects.
For example, we have a script that's assigned to all the walls, and all the floors.
We want to ...
2
votes
2answers
757 views
Game State Management using Lua
I want to be able to (only) define game states using Lua script, but I'm not sure how I should do it. Here's what I have in mind currently:
For each state, I will create a .lua file that contains a ...
10
votes
3answers
293 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 ...