Creation/Dev/GScript: Difference between revisions
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It is used, with minor differences, for [[Clientside]] tasks like [[GUI | GUI programming]], special effects with nifty 3d lighting and custom [[NPC Weapons]] or "engines", and [[Serverside]] systems like player housing, complex baddies or pets. | It is used, with minor differences, for [[Clientside]] tasks like [[GUI | GUI programming]], special effects with nifty 3d lighting and custom [[NPC Weapons]] or "engines", and [[Serverside]] systems like player housing, complex baddies or pets. | ||
GScript is soon to be replaced by a new version that is rather advanced, in some way object oriented, and thanks to influence from [[Torque]]'s scripting language, less brain-damaged in some aspects. No offense. | GScript is soon to be replaced by a new version ([[GScript2]]) that is rather advanced, in some way object oriented, and thanks to influence from [[Torque]]'s scripting language, less brain-damaged in some aspects. No offense. |
Revision as of 11:27, 5 February 2005
GScript is Graal's scripting language.
Its syntax and some of its semantics might seem familiar to those who program in C or derived languages, although it lacks some of the expressivity of a real programming language and has special constructs that make programming Graal NPCs easier.
GScript started as a very limited language and has since kept up with improvements to the game engine and can now be used for pretty sophisticated scripts that greatly customise the gaming experience.
It is used, with minor differences, for Clientside tasks like GUI programming, special effects with nifty 3d lighting and custom NPC Weapons or "engines", and Serverside systems like player housing, complex baddies or pets.
GScript is soon to be replaced by a new version (GScript2) that is rather advanced, in some way object oriented, and thanks to influence from Torque's scripting language, less brain-damaged in some aspects. No offense.