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Introduction to GameMonkey Script Part 1
Language Introduction


Further Exploration

By now you should have visited the most-often used aspects of the GameMonkey Scripting language and have hopefully experimented by running the example code through gme and looking at the results. There is a fairly large amount of GameMonkey Script usage to cover; the most notable of the remaining topics are those of script threads and the variable thread states that can be used in GameMonkey Script. There are also the vast machine library functions that allow you to control the virtual machine from within the script itself, but in order to keep this introduction simple I have left this up to you, the reader, to explore on your own. If there is enough interest I will happily cover the unexplored sections in a future article.

The next part of this two-part introduction to GameMonkey Script will focus solely on embedding the virtual machine in your game or application. By doing this you will be able to export and use your own functions, types and structures within GameMonkey and use it to control many aspects of your program.

Acknowledgements

The author would like to thank both Matthew Riek and Greg Douglas for their hard work in making GameMonkey Script what it is today. Thanks also to Jack Hoxley and Howard Jeng for their help in making this article worth reading.

References





Contents
  Introduction
  Introduction to the Language
  Expression and Conditional Syntax
  The Table Type
  Simulation with Tables
  Further Exploration

  Source code
  Printable version
  Discuss this article

The Series
  Language Introduction
  Embedding GameMonkey