POV-Ray : Newsgroups : povray.off-topic : The mysteries of Erlang : Re: The mysteries of Erlang Server Time
30 Jul 2024 04:18:07 EDT (-0400)
  Re: The mysteries of Erlang  
From: Orchid XP v8
Date: 16 Mar 2011 06:11:45
Message: <4d808ce1$1@news.povray.org>
>> 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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