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Author Topic: Scripting  (Read 14290 times)

Spudly

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Scripting
« on: July 15, 2011, 11:24:43 pm »

To what extent will we be able to script on the engine for the demo?  Also, in the future further, what kind of scripting power will there be?  Will game developers be able to do much of the game logic using javascript?  For example, could models/physics actors be brought into the world quickly?  Or Animations and AI be handled?

On a slightly related note, do you import physics attributes though Collada?

I am interested in how difficult it would be for a small team to develop a game using Outerra while only having intermediate skills in programming C++.  It seems like this could be a great tool for content generation with much of the "map" and graphics being handled already.  I know in my case, it starts to seem like a game development hobby(eventually made career) is more realistic.
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cameni

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Scripting
« Reply #1 on: July 16, 2011, 04:31:44 am »

There won't be any scripting in the demo, perhaps apart from hacking the UI that communicates with the engine via the javascript. But that functionality is mostly designed to alter the environment, it's not a scripting in the classical sense.

In the game there later will be a possibility to script game objects and stuff, but much of that has only to be determined yet. We will have the same interfaces exposed as C and javascript (and possibly others), so technically some teams would write their game modules in C/C++ while others may settle for JS or to combine them both. Though ultimately I'd like a scripting language that can be more effectively compiled after tuning the scripts, for performance reasons.
Also, there will probably exist a developer version with an SDK and with additional support on server side for creating alternative worlds for the games.

Quote from: Spudly
On a slightly related note, do you import physics attributes though Collada?
Not yet, but since it's supported in Bullet physics we probably will soon.
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