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grammar and punctuation; removed blacklisted engine tag
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Gnemlock
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How smartlycan I implement smart scripting, in my 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, I thought to use some scripting language to actually create the entities. To be clearer

For example, if iI want to add a kind of monster aggressingthat is aggressive to the player, it will be an entity with several components etc...components; those components will change overwith the monster type, so if iI have like one hundred different types of monstermonsters, in my game, iI will not have to create a new method for each of them straight toin my game code.

So what do you think? UsingShould I use a scripting language to describe this entity, in term of components? Or or is there something else that would work better?

  More generally, how i should I use scripting, in my game? To achieve what? I'm comfortable with Python at the moment but is there a better language alternative for games?

Thanks for reading.

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 the entities. To be clearer, if i want to add a kind of monster aggressing the player, it will be an entity with several components etc... those components will change over the monster type, if i have like one hundred different types of monster in my game, i will not create a new method for each of them straight to my game code.

So what do you think? Using a scripting language to describe this entity in term of components? Or something else?

  More generally how i should use scripting in my game? To achieve what? I'm comfortable with Python at the moment but is there a better language alternative for games?

Thanks for reading.

How can I implement smart scripting, in my game?

I'm developing a game engine. It is supposed to be an entity/components based one. For developing my game, itself, I thought to use some scripting language to actually create the entities.

For example, if I want to add a kind of monster that is aggressive to the player, it will be an entity with several components; those components will change with the monster type, so if I have one hundred different types of monsters, in my game, I will not have to create a new method for each of them straight in my game code.

Should I use a scripting language to describe this entity, in term of components or is there something else that would work better? More generally, how should I use scripting, in my game?

Tweeted twitter.com/#!/StackGameDev/status/231029056144015360
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nathan
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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 the entities. To be clearer, if i want to add a kind of monster aggressing the player, it will be an entity with several components etc... those components will change over the monster type, if i have like one hundred different types of monster in my game, i will not create a new method for each of them straight to my game code.

So what do you think? Using a scripting language to describe this entity in term of components? Or something else?

More generally how i should use scripting in my game? To achieve what? I'm comfortable with Python at the moment but is there a better language alternative for games?

Thanks for reading.