Scripting Languages |
Topic |
Author |
Description |
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Adding Languages to Game Engines [Added: 2/22/2000]
|
Robert Huebner
|
A great introduction to scripting languages. Includes a close look at the scripting language used in Dark Forces 2: Jedi Knight. |
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An Introduction to Lua [Added: 4/30/2003]
|
Ash Matheson
|
Lua has become popular as the basis for scripting languages in games. This article provides an introduction to the language. |
|
Building Hybrid Systems with Boost.Python [Added: 7/14/2003]
|
David Abrahams and Ralf W. Grosse-Kunstleve
|
Covers how to easily integrate Python with C++. |
|
Concerning Lisp [Added: 6/21/2003]
|
Kaveh Kardan
|
This article is intended to be a quick overview of the Lisp family of languages, providing a glimpse into what makes the language different from other programming languages. |
|
Continuing GameMonkey Script: Advanced Use [Added: 8/4/2009]
|
Oli Wilkinson
|
The long-awaited continuation of the Introduction to GameMonkey Script series, covering advanced aspects of the GM language, the virtual machine API, and threading |
|
Creating a Scripting System in C++ Part I: An Introduction [Added: 1/14/2002]
|
Greg Rosenblatt
|
This series is intended to give the reader the information necessary to create a scripting system of his/her own from the ground up. This article provides an overview of the series and begins to lay the foundation of the scripting system. |
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Creating a Scripting System in C++ Part II: Data Manipulation [Added: 2/1/2002]
|
Greg Rosenblatt
|
Explains how to enable your program to handle dynamic situations by adding optional data components to your instructions. |
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Creating a Scripting System in C++ Part III: Dynamic Loading [Added: 3/13/2002]
|
Greg Rosenblatt
|
Covers two approaches to loading scripts, as well as scanning and matching. |
|
Creating a Scripting System in C++ Part IV: The Stack and Program Flow [Added: 4/16/2002]
|
Greg Rosenblatt
|
This article will introduce a stack and program flow concepts which will eventually allow modeling higher-level languages with simple bytecode instructions. |
|
Creating a Scripting System in C++ Part V: Functionality [Added: 1/28/2003]
|
Greg Rosenblatt
|
The latest installment in this series illustrates a way to implement primitives to support the abstraction of a high-level function, and calls to hard-coded "external" functions. |
|
Creating Moddable Games with XML and Scripting Part I [Added: 10/4/2004]
|
Oli Wilkinson
|
This series covers techniques to create easily modifiable games involving XML and scripting. The first part introduces using XML for storing game data. |
|
Exporting C++ functions to Lua [Added: 5/5/2009]
|
Magnus Österlind
|
This article shows a way to achieve type safe interaction between C++ and Lua. By utilizing the Boost::FunctionTypes library, we’re able to automatically detect the number and types of the parameters in the exported function, making the procedure for registering a C++ function as simple as a single function call with a name and a function pointer |
|
Extremely Simple Scripting Engine [Added: 5/25/2003]
|
Cyberdrek
|
Intended for people just getting started with developing scripting engines, this article provides a simple implentation and accompanying explanation. |
|
Fast Scripting - a pre-compiled approach [Added: 5/31/2001]
|
Micheal Ireland
|
Explains a method of creating high performance scripting using assembly-like instructions. |
|
Game Scripting in Python [Added: 4/20/2003]
|
Bruce Dawson
|
Describes the author's experiences at Humongous Entertainment with integrating Python into their game engine. It explains why they chose Python, the benefits they've seen, the problems they've encountered, and how they solved them. |
|
Introduction to GameMonkey Script Part 1 [Added: 1/14/2006]
|
Oli Wilkinson
|
This article and series will introduce you to the GameMonkey Script language and API and how it can be used in your own games. |
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Introduction to GameMonkey Script Part 2 [Added: 3/11/2006]
|
Oli Wilkinson
|
This part covers embedding GameMonkey in your game or other application. |
|
Polymorphism in Angelscript [Added: 11/5/2004]
|
Xavier Shay
|
This article shows a method that can be used with Angelscript that allows virtual function overrides to be written in Angelscript, effectively allowing you to create derived classes in script. |
|
Scripting in C using Co-Routines [Added: 8/4/2003]
|
Thomas Tong
|
This article explains how you can easily create a simple scripting language for your game and provides some sample code that you can quickly integrate in to your own game engine. |
|
Simple Game Scripting Part 1: Storing/Reading Your Scripts [Added: 9/10/2000]
|
David Goodlad
|
This first part of this series covers writing, reading, and storing your scripts, as well as the basic structure and concepts of scripting. |
|
Simple Game Scripting Part 2: Making Your Scripts DO Something [Added: 10/30/2000]
|
David Goodlad
|
This installment follows up on the previous article, explaining how the scripts' commands are actually run in VB code, as well as discussing in much more depth a couple of important questions about the structure of the scripting language. |
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Simple Game Scripting Part 3: Control Stuctures for your Scripting Language [Added: 12/22/2000]
|
David Goodlad
|
Part 3's focus is mainly on control structures for the language: if..then..else, for loops, etc., as well as some theory for adding named variables. |
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Using Lua with C# [Added: 11/7/2005]
|
Martin Echenique
|
Explains how to embed Lua into a C# application. |
|
XML in Games [Added: 4/20/2003]
|
Richard Fine
|
Provides a brief introduction to XML, and discusses some of the ways in which it can be used in games. |
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