Toward Better Scripting: Part 1
Jonathan Blow
Game Developer Magazine, October 2002.
Topics: Scripting; Genres: General
Abstract: This article deals with design issues and features when architecting a scripting language. Games
require domain-specific issues to incorporated into the language, so they differ greatly from general purpose
languages. The article references code samples found at the www.gdmag.com site. One example is of a commentator
from a game like Dance Dance Revolution. The other example is a mortar unit from a real-time strategy game.
Toward Better Scripting: Part 2
Jonathan Blow
Game Developer Magazine, November 2002.
Topics: Scripting; Genres: General
Abstract: This article deals with design issues and features when architecting a scripting language. Games
require domain-specific issues to incorporated into the language, so they differ greatly from general purpose
languages. The article references code samples found at the www.gdmag.com site. One example is of a commentator
from a game like Dance Dance Revolution. The other example is a mortar unit from a real-time strategy game.
Naughty Dog's Jak & Daxter: The Precursor Legacy
Stephen White (Naughty Dog)
Game Developer Magazine, April 2002.
Topics: Scripting; Genres: General
Abstract: This postmortem on the PS2 game Jak & Daxter describes the pros and
cons of their custom language based on Lisp. The language supports nonpreemptive
cooperative multi-tasking and required a custom compiler. Pros include: the ability to
compile and download code while the game is running which resulted in rapid tuning and debugging,
the ability to write logic that didn't have to save state when it suspended itself for that
game tick, simplified syntax, and the ability to intermix assembly instructions with higher-level
code. Cons include: it caused a lot of grief, all support/bug fixes/feature enhancements came from
the sole programmer who was the designer of the language, it took over a year to develop the
compiler, programmers had to put up with odd quirks, missing features, and numerous bugs, gave up
third-party tools such as profilers and debuggers, hard to find programmers with Lisp experience,
and problems with memory usage (garbage collection).
The Future of AI in Games: A Personal View
Richard Evans (Lionhead Studios)
Game Developer Magazine, August 2001.
Topics: Architecture, Learning, History; Genres: General
Abstract:
Game AI: The State of the Industry
Steven Woodcock (Wyrd Wyrks)
Game Developer Magazine, August 2001.
Topics: History, General; Genres: General
Abstract:
Toward More Realistic Pathfinding
Marco Pinter (Badass Games)
Game Developer Magazine, April 2001.
Available Online at Gamasutra, 2001.
Topics: A*, Pathfinding, Movement; Genres: General
Abstract:
AI Madness: Using AI to Bring Open City Racing to Life
Joe Adzima (Motocentric)
Game Developer Magazine, December 2000.
Available Online at Gamasutra, 2000.
Topics: Driving; Genres: Racing
Abstract:
The Future of Game AI
Dave Pottinger (Ensemble Studios)
Game Developer Magazine, August 2000.
Topics: History, General; Genres: General
Abstract:
Bridging the Gap Between Developers & Researchers
John Laird (Artificial Intelligence Laboratory, University of Michigan)
Game Developer Magazine, August 2000.
Topics: General; Genres: General
Abstract:
Game AI: The State of the Industry
Steven Woodcock (Wyrd Wyrks)
Game Developer Magazine, August 2000.
Topics: History, General; Genres: General
Abstract:
Game AI: The State of the Industry
Steven Woodcock (Wyrd Wyrks)
Game Developer Magazine, August 1999.
Available Online at Gamasutra, 1999.
Topics: History, General; Genres: General
Abstract:
Implementing Coordinated Movement
Dave Pottinger (Ensemble Studios)
Game Developer Magazine, February 1999.
Available Online at Gamasutra, 1999.
Topics: Formations, Pathfinding, Coordinated Movement; Genres: RTS, General
Abstract:
Coordinated Unit Movement
Dave Pottinger (Ensemble Studios)
Game Developer Magazine, January 1999.
Available Online at Gamasutra, 1999.
Topics: Formations, Pathfinding, Coordinated Movement; Genres: RTS, General
Abstract:
The Orc Problem
Swen Vincke
Game Developer Magazine, October 1998.
Topics: Genetic Algorithms, Pathfinding; Genres: General
Abstract:
Game AI: The State of the Industry
Steven Woodcock (Wyrd Wyrks)
Game Developer Magazine, October 1998.
Available Online at Gamasutra, 1998.
Topics: History, General; Genres: General
Abstract:
Incorporating Motion Capture Animation into an AI Engine
Wyeth Ridgway (Zombie)
Game Developer Magazine, June 1998.
Topics: Animation, Architecture; Genres: General
Abstract:
Adding Planning Capabilities to Your Game AI
W. Brian Stout
Game Developer Magazine, January 1998.
Topics: Planning, Architecture; Genres: General
Abstract:
Adding Languages to Game Engines
Robert Huebner (Lucas Arts Entertainment)
Game Developer Magazine, September 1997.
Available Online at Gamasutra, 1997.
Topics: Scripting; Genres: General
Abstract:
Real-Time Pathfinding for Multiple Objects
Swen Vincke
Game Developer Magazine, June 1997.
Topics: Pathfinding; Genres: General
Abstract:
Smart Moves: Intelligent Path-Finding
W. Brian Stout
Game Developer Magazine, October 1996.
Available Online at Gamasutra, 1999.
Topics: A*, Pathfinding; Genres: General
Abstract:
The Making of HyperBlade
Stuart Rosen (WizBang! Software Productions), Robert Duisberg (WizBang! Software Productions)
Game Developer Magazine, August 1996.
Topics: Scripting, Architecture; Genres: General
Abstract:
Fuzzy Logic in Games
Larry O'Brien
Game Developer Magazine, April 1996.
Topics: Fuzzy Logic; Genres: General
Abstract:
Using Genetic Algorithms
Don O'Brien
Game Developer Magazine, February 1996.
Topics: Genetic Algorithms; Genres: General
Abstract:
Building Brains Into Your Game
Andre LaMothe (Xtreme Games)
Game Developer Magazine, August 1995.
Topics: Architecture; Genres: General
Abstract: