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>> 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
>
> Unreal engine is exactly like that, yes. All the collision stuff and
> animation sequencing and things are done in system languages, while the
> code for what to do (like, "Spawn here, then use the RUN animation until
> you get within X distance of the player") are in Unreal Script.
Valve say they did something similar with [at least] the particle
effects in Team Fortress 2. They made it text-scriptable, so that
animators can design new particle effects for their weapons and models
and stuff without having to call a C++ programmer to write the animation
code.
> It's pretty cool. All the documentation is online.
Uh... Valve makes their Source SDK *available* online, but it can only
be considered *documented* for sufficiently small values of "documentation".
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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