Skip to main content

A Classification of Scripting Systems for Entertainment and Serious Computer Games.

Anderson, E. F., 2011. A Classification of Scripting Systems for Entertainment and Serious Computer Games. In: VS-Games 2011: Third International Conference on Games and Virtual Worlds for Serious Applications, 4-- 6 May 2011, National Technical University of Athens (NTUA) Athens, Greece, 47 - 54 .

This is the latest version of this eprint.

Full text available as:

[img]
Preview
PDF (postprint)
vsgames2011postprint.pdf - Accepted Version

223kB

DOI: 10.1109/VS-GAMES.2011.13

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.

Item Type:Conference or Workshop Item (Paper)
Group:Faculty of Media & Communication
ID Code:20555
Deposited By: Symplectic RT2
Deposited On:10 Dec 2012 11:34
Last Modified:14 Mar 2022 13:45

Available Versions of this Item

Downloads

Downloads per month over past year

More statistics for this item...
Repository Staff Only -