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skillfreak

scripting and game abstraction

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I am interested in what others thought about a concept of creating an engine that is powered purely through scripting - the idea that any game can be derived through the use of scripts due to the common similarities between all games. How would you think a map editor would work? Where would the scripts begin? What would they look like? I just wanna know what others think of the concept and feel free to tear it apart. +) ->> thanks, andy

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There are lots of reasons why it would be hard (if not impossible) to reach that ideal.

More importantly, it is a bad idea.

Games using an "engine that is powered purely through scripting" are restricted to what that engine can do. If every game used the same engine, they would all start to look the same, feel the same, play the same, have the same features, etc... The really good games are the ones that are unique, innovative, and stand out from rest.

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A game engine based on scripting will not be efficient not only because the engine would be limited by the vocabulary of the scripting engine but also the additional conceptual layer you add may have a too great execution speed trade-off.

You can however open your focus and look into behaviour-oriented programming (see the article http://www.therebbe.com/profile/subPages/mtropolis.pdf). If you go a step further and read into the answering thread of the interesting article by Marc Clifton - A Look At What''s Wrong With Objects - at the code project site, IMHO you will read about an idea of developping a behaviour oriented engine with behaviour modules. The link between these behaviour modules is made by scripting at the setup. Execution however does not depend on the scripting engine, it is just there to glue the modules together. This idea can be extended to games.

Ghostly yours,
Red.

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