Reading — step 1 of 5
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Scripting & Gameplay
Most engines support scripting languages for gameplay code:
- Unity: C#.
- Unreal: C++ + Blueprints (visual).
- Godot: GDScript (Python-like) + C#.
- GameMaker: GML.
- Cocos2d: JS / Lua.
- Custom: Lua, Python embedded.
Why scripting?
- Faster iteration (no recompile of engine).
- Designer-friendly.
- Hot reload.
- Sandboxing.
Scripting interfaces:
- Components written in script attached to entities.
- Lifecycle hooks: Start, Update, OnCollide, OnDestroy.
- Engine API exposed: GetComponent, Instantiate, Destroy.
Example Unity-style:
public class Player : MonoBehaviour {
public float speed = 5f;
void Update() {
if (Input.GetKey(KeyCode.LeftArrow))
transform.position += Vector3.left * speed * Time.deltaTime;
}
void OnCollisionEnter(Collision col) {
if (col.gameObject.tag == "Enemy")
health.TakeDamage(10);
}
}
Implementation: engine calls Update() on every script per frame. Reflection finds methods.
Hot reload:
- Recompile script while game runs.
- Re-attach script to existing entities.
- Useful for fast tweak cycles.
- Hard for state-altering changes; engine needs careful reload.
Visual scripting:
- Drag-and-drop nodes.
- Unreal Blueprints, Unity Visual Scripting, Godot Visual Script.
- Pros: artists/designers without code skills.
- Cons: hard to maintain large logic; performance worse than text.
Game state machines:
- Common pattern for AI, character states.
- States: Idle, Walking, Running, Jumping, Falling, Attacking.
- Transitions on events.
- Each state has Update + OnEnter + OnExit.
Behavior trees:
- Hierarchical AI.
- Common in modern AAA AI.
- Nodes: sequence, selector, parallel, decorator, leaf.
For our toy:
- Components are Python classes.
- Game logic is Python.
- Hot reload: re-import module, replace classes.
Modding:
- Allow user scripts.
- Python or Lua for sandbox.
- Skyrim, Minecraft, Civ are heavily modded.
- Need: API, sandbox, mod loader.
Discussion
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