POV-Ray : Newsgroups : povray.off-topic : The mysteries of Erlang : Re: The mysteries of Erlang Server Time
30 Jul 2024 04:12:37 EDT (-0400)
  Re: The mysteries of Erlang  
From: Warp
Date: 15 Mar 2011 10:42:07
Message: <4d7f7abe@news.povray.org>
nemesis <nam### [at] gmailcom> wrote:
> yep, a Lisp-like language was used by Naughty Dog to script AI in the Crash
> Bandicoot games and even as far as the more recent Uncharted games by same
> company for PS3.  OTOH, it was built as a culture within the company previous to
> developments of python and Lua as more usable alternatives for the task...

  I have never actually been in a large game company, but it is my
understanding that using all kinds of interpreted (or sometimes bytecompiled)
scripting languages is rather usual in games.

  The core game engine as well as many of the middleware libraries (such
as the physics engine) are, AFAIK, usually written in C++ (with many C
libraries thrown in), but many of the higher-level functionalities are
often written in whatever scripting language the team likes (such as
Lua, Python, or a custom language of the particular game engine). It makes
it easier to change things (such as AI behavior) without having to recompile
the project. Also "scripted events" can literally have a double meaning:
Besides following a pre-written "script", they are often implemented using
a scripting language.

-- 
                                                          - Warp


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