• 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