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:
vsgames2011postprint.pdf - Accepted Version
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)|
|Deposited By:||Unnamed user with email symplectic@symplectic|
|Deposited On:||10 Dec 2012 11:34|
|Last Modified:||10 Dec 2012 11:34|
Available Versions of this Item
A Classification of Scripting Systems for Entertainment and Serious Computer Games. (deposited 03 Dec 2012 12:58)
- A Classification of Scripting Systems for Entertainment and Serious Computer Games. (deposited 10 Dec 2012 11:34) [Currently Displayed]
Downloads per month over past year
|Repository Staff Only -|