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Game Scripting. By: Nicholas Haines. Aurora Neverwinter Toolset . What is Scripting?. Interpreted Language As the game runs. Advantages. Ease of use Makes the game more data driven Instead of hard coding into game engine Allows for in-game “tweaking” Quick results

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Game scripting l.jpg

Game Scripting

By: Nicholas Haines

What is scripting l.jpg
What is Scripting?

  • Interpreted Language

    • As the game runs

Advantages l.jpg

  • Ease of use

  • Makes the game more data driven

    • Instead of hard coding into game engine

  • Allows for in-game “tweaking”

    • Quick results

    • Does not require a recompile

  • Allows user modability

  • Game can be patched at a later date

  • Many publicly available scripting languages

Disadvantages l.jpg

  • Performance

    • Not noticeable most of the time in

      real world performance

  • Automatic memory management

    • Can cause problems if it interrupts a command or takes awhile to complete

  • Poor debugging tools

    • Some languages don’t give warnings

    • Tends to be very hard to find the errors

Lua in the industry l.jpg
Lua In The Industry

  • Ease of Use

    • for non-programmers

  • Speed

    • don’t slow down the game

  • Size

    • Lua executable is ~ 160kb

  • Well Documented

    • Lua documentation is lacking

  • Flexible

    • Clean and flexible interface

Falko Poiker

Using patterns l.jpg
Using Patterns

  • Object: Reduce the number of instructions

  • Look for patterns in the opcode output

    • Replace with optimized version

  • Check for addresses calculated multiple times and save to a spare register

    • Replace matching with reference to register

  • May shorten code by up to 50%

    assuming decoding script is the

    bottleneck of the virtual machine [VM]

Non branched constant scripts l.jpg
Non-Branched, Constant Scripts

  • Native function calls can be intercepted inside the VM

  • Store as a function pointer along its arguments

  • Big list of stored functions is called an Execute List

  • Will now traverse execute list instead of having to interpret the opcode again

Branched scripts l.jpg

Conditional jumps cannot be predicted

A Jump Table can be used to decrease decode time during execution

Contains the offset of native opcode executing specific script opcode

Use pure jump table opcodes for most common instructions

Combine jump table/parse for less common instructions to reduce the table size

Note: jump table values change whenever

the VM’s code is changed

Example to be decoded

mov [vm_reg0], vm_reg1

(using x86 asm)

;get contents of vm register 0 into eax

mov eax, [ecx+0]

;get contents of vm register 1 into ebx

mov ebx, [ecx+4]

;solve indirection

mov [eax], ebx

;increment vm instruction pointer

add edx, 4

;transfer program control to next opcode

jump [edx]

Branched Scripts

~3 cycles

~3 cycles

~3 cycles

~1 cycles

~3 cycles

Branched into non branched l.jpg

Monster::PlayerSpotted(bool hear_player, bool see_player, float* pos)






//we have heard something..check out

//situation..keep an eye on the place

FocusAttention(pos); //native function




//someone told us about the

//player (monster friend or so)

//let's help our friends

WalkTo(pos); //native function





//we can see the enemy..let's kill him!

ShootAt(pos); //native function



Generates each possibility and removes branching

Code to the left becomes:

Monster::PlayerSpotted(bool hear_player=true,

bool see_player=false,

float* pos)




This can be optimized using execution lists

Branched into Non-Branched

Exchanging debug information l.jpg
Exchanging Debug Information float* pos)

  • Debugger creates a new processes that uses the VM to execute scripts

  • VM sends string messages to Debugger

  • VM needs memory buffers for the Debugger to write to

breakpoint hit




access violation

update breakpoints

Useful features l.jpg

Debug information float* pos)

Handling Breakpoints

Variable Watch

Call Stack

Step-by-Step Execution

Step-by-Step Assembly Execution

Register Watch

Memory Watch

Step-by-Step High-Level Execution

Step Over Execution

Useful Features

Create a parser for your script l.jpg
Create A Parser For Your Script float* pos)

  • Use tools like Lex and Yacc

  • Since mostly nonprogrammers use the scripting language, make meaningful error messages.

A simple language l.jpg

Example code: float* pos)

int x;

int y;

y = 0;

x = SomeFunction() - 5;

if( x > OtherFunction() )

y = 3;

Possible Errors

Semicolon missing

Parentheses missing

Unrecognized characters

Unrecognized keyword

Function misspelled

Undeclared variable

Variable declared more than once

A Simple Language

Reporting with yyerror l.jpg
Reporting with yyerror() float* pos)

  • Prints “syntax error” to standard output

  • Overwrite yyerror() with a useful version

  • Derive a custom scanner function

  • Print formatted error messages to a specified error file

    • Include line number and copy of the line

  • This can be stored as a log or displayed in another application

Identifying specific errors l.jpg
Identifying Specific Errors float* pos)

  • Unknown Character Errors

    . yyerror(“Error: Unknown character ‘%c’ “, *yytext);

  • Append grammar to trap missing semicolon

  • Do the same to catch unrecognized functions

  • Undeclared and Redeclared Variables

    • Parser must check variable table to see if the variable has been previously declared

References l.jpg
References float* pos)

  • AI Game Programming WISDOM 2

    Sections 9.1-9.3

  • Game Dev Articles:

    Scripting by Falko Poiker

  • The Secret Life of Game Scripting

    By Brian Hook