Scripting language for extensible AI
#1
Posted 22 August 2003 - 05:29 AM
In case you are not familiar, extensible AI simply refers to AI that can be extended by others (end-users). In other words, you implement an AI system in a scripting language so that the users/gamers can create their own AI and use it. A lot of games do that nowadays. Traditionally, people have created their own scripting language for the game. Nowadays, that is a waste and people use existing scripting languages.
So far, I have narrowed it down to Lua vs Python. Anyone use any of these? Lua is small, fast, and C-like, while Python is more easy to program (apparently) and has a lot of libraries.
KoalaBear33
#2
Posted 22 August 2003 - 05:41 AM
i know lua works great, a friend of mine uses it and likes it..
on the other hand, python is known to work great, too..
test wich language you like more..
python is possibly more .. "mature" .. as it is a full shell scripting language in linux, or so.. dunno.. linuxfreaks out there, is that true? :D
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
#3
Posted 22 August 2003 - 05:54 AM
KoalaBear33
#4
Posted 22 August 2003 - 06:16 AM
yeah, lua is possibly more fast.. then again, i don't know that by myself..
choose the one you like more..
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
#5
Posted 22 August 2003 - 09:13 AM
& the point is that Python-dev is active now.
btw: ruby is also a wonderful one.
#6
Posted 24 August 2003 - 05:33 PM
hanzac said:
& the point is that Python-dev is active now.
btw: ruby is also a wonderful one.
KoalaBear33
#7
Posted 25 August 2003 - 12:57 PM
About integration, take a look at my very simple test apps.
There is a nice small AI there in the /userdata directory (each entity will try to kill another or defend itself using the adequate method according to its class).
#8
Posted 26 August 2003 - 01:09 AM
rogerdv said:
About integration, take a look at my very simple test apps.
There is a nice small AI there in the /userdata directory (each entity will try to kill another or defend itself using the adequate method according to its class).
I'll check out your stuff in the future. I'm not exactly at the point where I can embed the language yet. I need to work on some other stuff :(
BTW, why did you go with Lua? Is it because of the speed and small size?
If you want some performance figures, check this out:
http://www.bagley.org/~doug/shootout/
It is only theoretical tests but it gives a rough idea of the performance.
KoalaBear33
#9
Posted 26 August 2003 - 07:16 AM
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
#10
Posted 26 August 2003 - 10:35 AM
#11
Posted 26 August 2003 - 11:02 AM
So I will continue to use it...
I just like it.
#12
Posted 26 August 2003 - 11:52 AM
anubis said:
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
#13
Posted 26 August 2003 - 01:31 PM
#14
Posted 26 August 2003 - 01:56 PM
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
#15
Posted 28 May 2004 - 06:20 AM
If your really in it for a attachment to your primary engine just for passing and storing config data, lua......its free and a lot of other engines are using it.
Far Cry is one.
#16
Posted 03 August 2004 - 08:08 AM
KoalaBear33 said:
In case you are not familiar, extensible AI simply refers to AI that can be extended by others (end-users). In other words, you implement an AI system in a scripting language so that the users/gamers can create their own AI and use it. A lot of games do that nowadays. Traditionally, people have created their own scripting language for the game. Nowadays, that is a waste and people use existing scripting languages.
So far, I have narrowed it down to Lua vs Python. Anyone use any of these? Lua is small, fast, and C-like, while Python is more easy to program (apparently) and has a lot of libraries.
KoalaBear33
I have started to build an AI >>> in visual basic>>> http://www.spydazweb...m/ftpspydaz/top secret/
the source and executables....
any IDEAS?
#17
Posted 03 August 2004 - 08:20 AM
anyway... probably you could give a short description of your AI before people start to play with it ?
#18
Posted 10 September 2004 - 10:39 PM
have a look at angel script Angel Script
Its an up and comming script and seems to be gear to game dev , also there is a dedicated forum on the gamedev.net forums.
It gets updates regularly and u can ask for features straight to the developer on the forum .
And from what i hear it is quite easy to implement into C or C++ code .
Regards
Eul0gy
#19
Posted 10 September 2004 - 10:59 PM
Eul0gy : nothing against you :) just don't post into threads that are well over a year old
#20
Posted 12 September 2004 - 07:25 PM
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
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