AI Scripting Languages

Started by
1 comment, last by MikeD 24 years, 6 months ago
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

Graphix Coding @Skullpture Entertainmenthttp://www.skullpture.de
Advertisement
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.

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).]

-- Pryankster(Check out my game, a work in progress: DigiBot)

This topic is closed to new replies.

Advertisement