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(Ebook) Game Scripting Mastery 1st Edition by Alex Varanese ISBN 1931841578 9780585449913

  • SKU: EBN-1354996
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Authors:Alex Varanese
Pages:1273 pages.
Year:2002
Editon:1
Publisher:Premier Press
Language:english
File Size:52.0 MB
Format:pdf
ISBNS:9780585449913, 9781931841573, 1931841578, 0585449910
Categories: Ebooks

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(Ebook) Game Scripting Mastery 1st Edition by Alex Varanese ISBN 1931841578 9780585449913

(Ebook) Game Scripting Mastery 1st Edition by Alex Varanese - Ebook PDF Instant Download/Delivery: 1931841578, 9780585449913
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Product details:

ISBN 10: 1931841578 
ISBN 13: 9780585449913
Author: Alex Varanese

As a game programmer, you realize the importance of creating stunningly realistic characters and captivating plots? players should lose themselves in your game. You also understand the attraction of modding, and recognize the need to design a game that allows players to reshape it to fit their own vision. So how do you create a game that is all things to all people? Through scripting?creating a custom-designed language. This comprehensive book contains everything you need to know in order to easily script and control your in-game entities and environments, as well as how to give players the ability to write mods and extensions. With a foreword by legendary game designer John Romero, Game Scripting Mastery is the serious game programmer's one-stop guide to scripting.

(Ebook) Game Scripting Mastery 1st Table of contents:

Part I: Scripting Basics

  • Chapter 1: Introducing Game Scripting

    • What Is Game Scripting?

    • Why Scripting?

    • The Role of the Scripting System

    • Scripting vs. Hardcoding

    • Scripting Languages vs. Programming Languages

    • Common Scripting Language Features

    • How Scripting Fits into Game Development

    • The Grand Finale: The XtremeScript Engine

  • Chapter 2: Variables and Data Types

    • What Are Variables?

    • Data Types

    • Common Variable Operations

    • Variable Scope

    • Casting and Type Conversion

    • Arrays

    • User-Defined Types

  • Chapter 3: Conditional Logic

    • Conditional Expressions

  • Chapter 4: Loop Structures

    • Looping Concepts

    • Nested Loops

    • Loop Control Statements

  • Chapter 5: Functions and the Run-Time Stack

    • What Are Functions?

    • Declaring and Defining Functions

    • Calling Functions

    • Parameters

    • Return Values

    • Function Overloading

    • Recursion

    • The Run-Time Stack

Part II: Building a Scripting System

  • Chapter 6: Understanding the Virtual Machine

    • The Game Engine

    • The High-Level Language

    • The Assembly Language

    • The Virtual Machine

    • The Assembler

    • The Compiler

  • Chapter 7: The Virtual Machine: The Instruction Set

    • Machine Code Basics

    • Instruction Set Design

    • The XVM Instruction Set

    • Opcode Structure

    • Operands and Addressing Modes

  • Chapter 8: The Virtual Machine: Core Architecture and Implementation

    • The XVM Architecture

    • Memory Organization

    • The Program Counter

    • The Stack Pointer

    • Registers

    • The Virtual Machine Loop

    • Implementing the XVM

  • Chapter 9: The Virtual Machine: Function Calls

    • Call Frame Layout

    • The Call Instructio

    • Parameter Passing

    • Implementing XVM Function Calls

  • Chapter 10: The Assembler

    • The Assembler's Role

    • The Two-Pass Approach

    • Lexical Analysis (Tokenizing)

    • Syntactic Analysis (Parsing)

    • Symbol Tables

    • Code Generation

    • Implementing the XVM Assembler

Part III: Compiling a Scripting Language

  • Chapter 11: The Compiler: Lexical Analysis

    • The Compiler's Role

    • Lexical Analysis Explained

    • Implementing a Lexer

    • Tokens and Lexemes

    • Finite Automata

  • Chapter 12: The Compiler: Syntactic Analysis

    • Syntactic Analysis Explained

    • Context-Free Grammars

    • Parse Trees

    • Recursive-Descent Parsers

    • Abstract Syntax Trees (ASTs)

    • Implementing the Parser

  • Chapter 13: The Compiler: Intermediate Code Generation

    • Intermediate Representations

    • Generating Code for Expressions

    • Generating Code for Statements

    • Control Flow Structures

    • Function Calls

    • Implementing Code Generation

  • Chapter 14: Integrating the Scripting System

    • Embedding the VM

    • Exposing the Host API

    • Calling Scripts from C++

    • Calling Host API Functions from Scripts

    • Debugging Considerations

    • Error Handling

  • Chapter 15: Advanced Scripting Topics

    • Object-Oriented Scripting

    • Garbage Collection

    • Just-In-Time (JIT) Compilation

    • Multi-threading

    • Scripting for Multiplayer Games

    • Visual Scripting

    • Optimization Techniques

  • Chapter 16: Putting It All Together: A Simple Game Example

    • Game Design

    • Scripting the Game Logic

    • Connecting Scripts to the Game Engine

    • Testing and Debugging

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Tags: Alex Varanese, Game, Scripting

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