Jump to content

  • Log In with Google      Sign In   
  • Create Account


AI Scripting Languages


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
2 replies to this topic

#1 MikeD   Members   -  Reputation: 158

Like
Likes
Like

Posted 26 September 1999 - 07:24 PM

I'm about to take on writing a parser for NPC AI in an RPG. Has anybody come across AI scripting before (for quake bots etc.) and would like to share their opinions about what is good / bad. Whether a high level of complexity is more favorable for in depth control or if simplicity is the key to enjoyment. I'd also like to know what kind of language interface would you like to see or do you think you could deal with, in terms of natural language vs. semi-C scripting.

Cheers.


Sponsor:

#2 NuFAN   Members   -  Reputation: 122

Like
Likes
Like

Posted 21 September 1999 - 07:33 AM

IMO the best is choosing the middle between ease of use and complexity. But the big problem is to find this way. You can find some information about the Unreal-scripting-engine on unreal.epicgames.com !

Finding the right way can be really hard, because you need anything structured very well and know how it will look like when finished before starting. Plan anything you want to implement.

All in all, you have to choose what you want, if you want more control, use a complex-scripting-engine, if you want ease of use, create a simple one.
http://www.flipcode.com http://www.gamasutra.com http://unreal.epicgames.com

CU

------------------
Skullpture Entertainment
#40842461


#3 Pryankster   Members   -  Reputation: 122

Like
Likes
Like

Posted 26 September 1999 - 07:24 PM

Another thing to consider when selecting a scripting language is "build" or "buy"... I'm a big advocate of reuse, so if you find an extension language that you like, and that fits the needs of your program, you should go with "buy" ...

Remeber, building a language (even a tiny one) can take a significant amount of time. There are lots of little languages out there, which are readily available for embedding.

I particularly like the lua language; it's a free, fast (byte-compiled) little language that heavily relies on "meta" syntax -- the syntax simple and block structured, but it takes a while for the real power of the language to "click" -- check out a few bits of sample code before disreguarding it. I'm using it for my game DigiBot.

LUA, by the way, is the extension language used by Baldur's Gate.

-- Pryankster

[This message has been edited by Pryankster (edited September 27, 1999).]

[This message has been edited by Pryankster (edited September 27, 1999).]





Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS