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Letter from the Series Editor

Letter from the Series Editor

A long, long, time ago on an 8-bit computer far, far, away, you could get away with hard coding all your game logic, artificial intelligence, and so forth. These days, as they say on the Sopranos "forget about it.…" Games are simply too complex to even think about coding anymore—in fact, 99 percent of all commercial games work like this: a 3D game engine is developed, then an interface to the engine is created via a scripting language system (usually a very high-level language) based on a virtual machine. The scripting language is used by the game programmers, and even more so the game designers, to create the actual game logic and behaviors for the entire game. Additionally, many of the rules of standard programming, such as strict typing and single threaded execution, are broken with scripting languages. In essence, the load of game development falls to the game designers for logic and game play, and to game programmers for the 3D engine, physics, and core technologies of the engine.

So where does one start when learning to use scripting in games? Well, there's a lot of stuff on the Internet of course, and you can try to interface languages like Python, Lau, and others to your game, but I say you should know how to do it yourself from the ground up. And that’s what Game Scripting Mastery is all about. This book is a monster—Alex covers every detail you can possibly imagine about game scripting.

This is hard stuff, relatively speaking—we are talking about compiler theory, virtual machines, and multithreading here. However, Alex starts off assuming you know nothing about scripting or compilers, so even if you’re a beginner you will be able to easily follow along, provided you take your time and work through the material. By the end of the book you’ll be able to write a compiler and a virtual machine, as well as interface your language to your existing C/C++ game engine—in essence, you will have mastered game scripting! Also, you will never want to write another parser as long as you live.

In conclusion, if game scripting is something you’ve been interested in, and you want to learn it in some serious detail, then this book is the book for you. Moreover, this is the only book on the market (as we go to publication) about this subject. As this is the flagship treatise on game scripting, we’ve tried to give you everything we needed when figuring it out on our own— and I think we have done much, much more. You be the judge!

Sincerely,

André LaMothe

Series Editor

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