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Author Topic: When to use Scripting and whats built in?  (Read 309 times)
Merrie
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« on: May 19, 2009, 01:12:52 PM »

I took the Vibe2K class and am a current member. Im starting to have a little trouble when to use scripting and when to use whats included in the engine such as the physics. Could folks share their tips/insites to this, when to switch from scripting to adding a component via the engine?

Thank you!
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Vibe GameCore Training Graduate
3D Modeler - 3DS Max, AC3D, Gimp
GameCore Indie, Windows XP Media, Alienware Area 51 7500
gekido
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« Reply #1 on: May 19, 2009, 03:00:02 PM »

It entirely depends on what you are trying to do.

Both the included default scripts library (ie what ships with GameCore) and the Interactive Framework that Vibe 2k develops provide a huge set of functionality that can be used to create your games.

I'd have to say that probably 3/4 of what I do from project-to-project uses just the default library scripts that GameCore provides.  The remaining 1/4 is probably split between adding custom functionality to the default scripts (basically extending what they do already) and creating custom scripts - which includes customizing menu scripts and adding functionality to the main game scripts themselves.

For the most part, the default scripts will provide the functionality that you need for individual controllers (ie doors, triggers etc).

Where you will also certainly need to get into custom scripting is for menu / interface and high-level game scripting.  This includes setting up mission scripts for specific objectives, cinematic scripts, etc.
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