A classification of scripting systems for entertainment and serious computer games

This source preferred by Eike Anderson

Authors: Anderson, E.F.

http://eprints.bournemouth.ac.uk/20555/

Start date: 4 May 2011

Journal: Games and Virtual Worlds for Serious Applications (VS-GAMES), 2011 Third International Conference on

Pages: 47-54

Publisher: IEEE Computer Society

ISBN: 978-0-7695-4419-9

DOI: 10.1109/VS-GAMES.2011.13

The technology base for modern computer games is usually provided by a game engine. Many game engines have built-in dedicated scripting languages that allow the development of complete games that are built using those engines, as well as extensive modification of existing games through scripting alone. While some of these game engines implement proprietary languages, others use existing scripting systems that have been modified according to the game engine's requirements. Scripting languages generally provide a very high level of abstraction method for syntactically controlling the behaviour of their host applications and different types of scripting system allow different types of modification of their underlying host application. In this paper we propose a simple classification for scripting systems used in computer games for entertainment and serious purposes.

This data was imported from DBLP:

Authors: Anderson, E.F.

Editors: Liarokapis, F., Doulamis, A.D. and Vescoukis, V.

http://eprints.bournemouth.ac.uk/20555/

http://ieeexplore.ieee.org/xpl/mostRecentIssue.jsp?punumber=5962074

Journal: VS-GAMES

Pages: 47-54

Publisher: IEEE Computer Society

ISBN: 978-1-4577-0316-4

DOI: 10.1109/VS-GAMES.2011.13

This data was imported from Scopus:

Authors: Anderson, E.F.

http://eprints.bournemouth.ac.uk/20555/

Journal: Proceedings - 2011 3rd International Conferenceon Games and Virtual Worlds for Serious Applications, VS-Games 2011

Pages: 47-54

ISBN: 9780769544199

DOI: 10.1109/VS-GAMES.2011.13

The technology base for modern computer games is usually provided by a game engine. Many game engines have built-in dedicated scripting languages that allow the development of complete games that are built using those engines, as well as extensive modification of existing games through scripting alone. While some of these game engines implement proprietary languages, others use existing scripting systems that have been modified according to the game engine's requirements. Scripting languages generally provide a very high level of abstraction method for syntactically controlling the behaviour of their host applications and different types of scripting system allow different types of modification of their underlying host application. In this paper we propose a simple classification for scripting systems used in computer games for entertainment and serious purposes. © 2011 IEEE.

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