DocumentCode
2401641
Title
A Classification of Scripting Systems for Entertainment and Serious Computer Games
Author
Anderson, Eike Falk
Author_Institution
Interactive Worlds ARG, Coventry Univ., Coventry, UK
fYear
2011
fDate
4-6 May 2011
Firstpage
47
Lastpage
54
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.
Keywords
authoring languages; computer games; entertainment; abstraction method; computer game; entertainment; game engine; scripting language; scripting system classification; Computer architecture; Computer languages; Computers; Engines; Games; Programming; Virtual machining; Driven Game Development; Scripting Language Classification;
fLanguage
English
Publisher
ieee
Conference_Titel
Games and Virtual Worlds for Serious Applications (VS-GAMES), 2011 Third International Conference on
Conference_Location
Athens
Print_ISBN
978-1-4577-0316-4
Electronic_ISBN
978-0-7695-4419-9
Type
conf
DOI
10.1109/VS-GAMES.2011.13
Filename
5962102
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