December 2013
Intermediate to advanced
352 pages
10h 6m
English
When writing code that drives gameplay, it is increasingly common to utilize a scripting language. This chapter explores the advantages and disadvantages of using a scripting language, as well as several of the potential language options.
A further consideration is how data that describes the level and other properties of the game should be stored. As with scripting languages, there are several options for representing data, both binary and text based.
For many years, games were written entirely in assembly. That’s because extracting a high performance out of those earlier machines required a level of optimization that was only possible with assembly. But as computers became ...
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