FRI-1.407-MIP-03
THE ROLE OF SCRIPTING IN THE GAME ENGINE
Abstract
A game engine is a software development environment with settings and configurations that optimize and simplify the creation of video games using various programming languages - faster game development results from reusing the built systems within the game engine for different purposes.
This publication aims to show that scripting is the bridge between the programmer and the built systems, providing access and control over the logic. Through scripting, modules are created that, as a result of reflection, offer a view of all variables and functions, allowing their visualization in the application's interface. This facilitates the use of the developed reflection module by others. The integration of scripting into the game engine involves creating a secondary project where the logic for modules is written, which is compiled into a dynamic library. The game engine loads this library at runtime, extracts all the reflection information (from the secondary project), and feeds the data into the already established systems of the game engine.
This publication aims to show that scripting is the bridge between the programmer and the built systems, providing access and control over the logic. Through scripting, modules are created that, as a result of reflection, offer a view of all variables and functions, allowing their visualization in the application's interface. This facilitates the use of the developed reflection module by others. The integration of scripting into the game engine involves creating a secondary project where the logic for modules is written, which is compiled into a dynamic library. The game engine loads this library at runtime, extracts all the reflection information (from the secondary project), and feeds the data into the already established systems of the game engine.
Keywords
Scripting, Game Engine, Reflection, Software Development
REFERENCES
- Kupiainen, Hamza. Extending unity game engine through editor scripting. 2018.
- Madina, Duraid; Standish, Russell K. A system for reflection in C++. Proceedings of AUUG2001: Always on and Everywhere, 2001, 207.
- MÁRTON, Gábor; PORKOLÁB, Zoltán. C++ compile-time reflection and mock objects. Studia Univ. Babes-Bolyai Informatica, 2014, 59.2.
- Sobel, Jonathan M.; Friedman, Daniel P. An introduction to reflection-oriented programming. In: Proceedings of reflection. 1996. p. 263-288. 3 Докладът е представен на конференция на Русенския университет на 25 октомври 2024 г. в секция „Математика, информатика и физика“ и номиниран за публикуване в Compiled edition of Reports Awarded with “Best Paper“ Cristal Prize’24, as а hard copy (ISBN 978-954-712-951-1) and on-line on the Conference Website (http://conf.uni-ruse.bg/bg/?cmd=dPage¬&pid¬=bestPapers).