A Classification of Scripting Systems for Entertainment and Serious Computer Games

E. Anderson
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引用次数: 19

Abstract

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.
娱乐和严肃电脑游戏的脚本系统分类
现代电脑游戏的技术基础通常是由游戏引擎提供的。许多游戏引擎都内置了专门的脚本语言,允许使用这些引擎开发完整的游戏,以及通过脚本对现有游戏进行广泛修改。虽然这些游戏引擎中的一些实现了专有语言,但其他一些使用了根据游戏引擎的需求进行修改的现有脚本系统。脚本语言通常提供一种非常高级的抽象方法,用于在语法上控制其宿主应用程序的行为,不同类型的脚本系统允许对其底层宿主应用程序进行不同类型的修改。在本文中,我们对用于娱乐和严肃目的的电脑游戏中的脚本系统提出了一个简单的分类。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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