It took me one single afternoon to interface LUA into my engine.
It took me a non-dedicated week to export the most important stuff into LUA.
Level designers DONT code in scripts, but if they can manipulate simple variables, great! if they can write small scripts that control how a light behaves, even better!
In fact you'll be hard pressed to find anyone related to the gaming industry that hasn't touched a bit of programming...
quote:but nevertheless, cutscenes *dont* have to be scriptedIn a RPG, where target bot moves from x,y to x,y, does T action, and says S string, i think it would be for the best to have it scripted, its actually the perfect example. Coding the sequence in C++ is language-overkill, but is doable of course, but it requires a recompile each time you alter the engine-rendered-cutscene.
If instead you use a scripting language, the director for the scenes can instruct how the scene will go, and if there are changes, that department doesnt need to wait for the next game build, they can just write the scripts and fire it up.
quote:It doesnt reduce development timeWrong! it does. If i'm developing a MOD for any game, and I want to balance the gameplay by altering the strenghts of the weapons, i can just call the console (which talks to a script parser), or alter the weapon details on the apropriate script. If i had to recompile my plugin each time, then call the game, create the server, and email all the team for another test run, do you imagine the wasted time that would be?
quote:There is no actual proof that scripting brings any benefit at allWrong! Any game developer will disagree with you all the way.
quote:takes flexibility and freedom away from you.Wrong! It gives flexibility to the programmer, to the game designers, to the level editors, to the mod makers, to the gamers themselfs each time they call a console, i think even the Pope enjoys scripting
quote:You see me as an enemy because I disagree with youWrong! lol, I'm not judging you as a person, but you show a lot of ignorance on this field of game-programming. Makes us wonder what else you might be ignorant about...
quote:Half-Life used a game library written in C and was very successful as well... Half-Life is probably the game with the largest amount of mods made for it.Another logic error. You equate game success to technologies used, so if game is unsuccessful, then the technologies it used sucked. Thats the same as saying that because Sin was a comercial failure, DirectX is too... flawed logic of your part.
You can export the whole engine capabilities into a lib, and distribute it so that people can write their own plugins, fine.
But if you also have access to a scripting language, you'll be amazed at the number of things that can be automated with it.
You just have to be watchful, if a script starts to get too complex, maybe you can analise it and convert some portions into the engine itself, so that the script can call the engine, therefore reducing script size, and gaining a small speed increase...
BTW, in longhorn, the next version of windows, all code will be basicly scripts... that will get compiled at runtime to the machine's capabilities... quite something for someone that doesnt believe in script, hmm Max_Payne?
EDIT: prob with quote tags...
[Hugo Ferreira][Positronic Dreams][Colibri 3D Engine][Entropy HL2 MOD]
[Yann L.][Enginuity] [Penny Arcade] [MSDN][VS RoadMap][Humus][BSPs][UGP][NeHe]
The most irrefutable evidence that there is intelligent life in the Universe is that they haven't contacted us!
[edited by - pentium3id on January 30, 2004 12:30:42 PM]