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Thread: Scripting System

  1. #11

    Scripting System

    You have my attention..

  2. #12

    Scripting System

    Consider this thread bumped. :rambo:

    *Bump*
    "All paid jobs absorb and degrade the mind."
    <br />-- Aristotle

  3. #13

    Scripting System

    Ouch that hurt :lol:

    The article, my engine, my social life, and most other things are/have/will be unfortunately {being} put on hold, as I've got ludicrously high grades to attain for my A-levels. But never fear as with 3 1/2 months of non college-uni related time available after them, expect wonderful things to appear

  4. #14

    Scripting System

    Why reinventing the wheel when you can use powerful tools already written by talented people?

    Anyways i know that a scripting engine does have his parser and all that stuff over it...

    Sincerely, I'm more interested in a tutorial showing the USE of Innerfuse Pascal Script or DWS integrated INSIDE a game engine, rather than a tutorial on how to WRITE a scripting engine.
    Tanner
    <br />http://www.gameprog.it

  5. #15

    Scripting System

    id also like an article from the begining on how to use IFS or DWS inside a game or application. I mainly want to use it like UT99 or Quake C basically so i can code the core of the project and script the rest

    You could maybe look at using Python for Delphi
    Homepage - http://incubii.port5.com

  6. #16

    Scripting System

    In my, purely personal, opinion using a scripting system for a project led by only one-two people is an utter waste of time and effort. Why not write the same in your main programming language, saving on the system complexity and the efforts needed to integrate scripting system into your engine?

  7. #17
    Legendary Member cairnswm's Avatar
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    Nov 2002
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    Scripting System

    Quote Originally Posted by Chebmaster
    In my, purely personal, opinion using a scripting system for a project led by only one-two people is an utter waste of time and effort. Why not write the same in your main programming language, saving on the system complexity and the efforts needed to integrate scripting system into your engine?
    Because its easier to extend the levels/enemy/ai of the game if they are external in script files than if they are inside your main code base.

    I have previously written a small game and then released it and been able to release update packs for the game by having all the enemy behaviour etc stored in external DWS script files.

    I do however agree that using the same langauge to develop the exe and the scripts is a good idea.
    William Cairns
    My Games: http://www.cairnsgames.co.za (Currently very inactive)
    MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)

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