Article

Game Development with Lua

Authors:
To read the full-text of this research, you can request a copy directly from the authors.

No full-text available

Request Full-text Paper PDF

To read the full-text of this research,
you can request a copy directly from the authors.

... Aber die Probleme betreffen in ähnlichem Maße das Portieren eines Windows-Spiels auf eine andere Plattform, wie etwa MacOS oder auf eine Konsole wie Switch oder Playstation. Microsoft hat das Problem mit dem eigenen Game Development Kit etwas entschärft, indem die Xbox sich immer weiter Windows annähert(Microsoft, 2022). Auf diese Weise sind viele Funktionen auf beiden Plattformen identisch.Seit wann wird über den Browser als Basis nachgedacht?Dass diese Idee nicht neu ist, erstaunt nicht: Bereits 2008 stellten Antero Taivalsaari et. ...
Article
Full-text available
Game engines have been around since the 1980s. One of the first game engines was used by Shigeru Miyamoto's team in their motorcycle racing game Excitebike (NES, 1984). Later, they used the engine to give Mario a run for his money in Super Mario Bros (NES, 1985). There are many game engines on the market, each with its advantages and disadvantages. And every current game needs some kind of game engine, but can it be the browser?
... Script is also called behavior, using a series of functions to define the behavior of the object; as a result, each game object has different characteristics and functions. Unity3D engine has good user support to realize the 3D virtual reality graphics rendering, it can use JavaScript and C# as the programming language of virtual interactive function[9]. The powerful graphics processing capability, advanced lighting effects, real Shader system and so on are all convenient for developers. ...
... The solutions developed in this research project are based on optimized CAD models viewed in real time in immersive environments. The optimized CAD geometry data is loaded on the Unity3D game engine [3], allowing browsing and interaction on the scene. A sample of a CAD model with millions of polygons is shown in Figure 1. ...
... Other notable scripting techniques in use are finite state machines [5] and direct use of an interpreted procedural language like Lua [6] or combinations of the aforementioned techniques (e.g., BTs with Lua scripts as leaves). In all cases we are aware of, their limitations are similar to those of BTs. ...
Article
Full-text available
The quality of high-level AI of non-player characters (NPCs) in commercial open-world games (OWGs) has been increasing during the past years. However, due to constraints specific to the game industry, this increase has been slow and it has been driven by larger budgets rather than adoption of new complex AI techniques. Most of the contemporary AI is still expressed as hard-coded scripts. The complexity and manageability of the script codebase is one of the key limiting factors for further AI improvements. In this paper we address this issue. We present behavior objects - a general approach to development of NPC behaviors for large OWGs. Behavior objects are inspired by object-oriented programming and extend the concept of smart objects. Our approach promotes encapsulation of data and code for multiple related behaviors in one place, hiding internal details and embedding intelligence in the environment. Behavior objects are a natural abstraction of five different techniques that we have implemented to manage AI complexity in an upcoming AAA OWG. We report the details of the implementations in the context of behavior trees and the lessons learned during development. Our work should serve as inspiration for AI architecture designers from both the academia and the industry.
... Prominent reactive planning techniques used in the industry are derivations of finite state machines (FSMs) [1] and behavior trees [2]. Technically, these are implemented in a scripting language, such as general-purpose Lua [3] or special-purpose UnrealScript [4], or they are hard-coded in a game's native ...
Conference Paper
Full-text available
Reactive or dynamic planning is currently the dominant paradigm for controlling virtual agents in 3D videogames. Various reactive planning tech-niques are employed in the videogame industry while many reactive planning systems and languages are being developed in the academia. Claims about ben-efits of different approaches are supported by the experience of videogame pro-grammers and the arguments of researchers, but rigorous empirical data corrob-orating alleged advantages of different methods are lacking. Here, we present results of a pilot study in which we compare the usability of an academic tech-nique designed for programming intelligent agents' behavior with the usability of an unaltered classical programming language. Our study seeks to replicate the situation of professional game programmers considering using an unfamiliar academic system for programming in-game agents. We engaged 30 computer science students attending a university course on virtual agents in two pro-gramming assignments. For each, the students had to code high-level behavior of a 3D virtual agent solving a game-like task in the Unreal Tournament 2004 environment. Each student had to use Java for one task and the POSH reactive planner with a graphical editor for the other. We collected quantitative and qualitative usability data. The results indicate that POSH outperforms Java in terms of usability for one of the assigned tasks but not the other. This implies that the suitability of an AI systems-engineering approach is task sensitive. We also discuss lessons learnt about the evaluation process itself, proposing possi-ble improvements in the experimental design. We conclude that comparative studies are a useful method for analyzing benefits of different approaches to controlling virtual agents.
... Prominent reactive planning techniques used in the industry are derivations of finite state machines (FSMs) [1], and more recently, behavior trees [2]. Technically, these are implemented in a scripting language, be it a general-purpose language such as Lua [3] or a special-purpose language tailored at a particular game, such as UnrealScript [4], or hard-coded in a game's native language, typically C++ [5]. Advantages and drawbacks of different approaches used by the industry have been commented on widely [6,7,8]. ...
Conference Paper
Full-text available
Reactive or dynamic planning is currently the dominant paradigm for controlling virtual agents in 3D videogames. Various reactive planning techniques are employed in the videogame industry while many reactive planning systems and languages are being developed in the academia. Claims about benefits of different approaches are supported by the experience of videogame programmers and the arguments of researchers, but rigorous empirical data corroborating alleged advantages of different methods are lacking. Here, we present results of a pilot study in which we compare the usability of an academic technique designed for programming intelligent agents' behavior with the usability of an unaltered classical programming language. Our study seeks to replicate the situation of professional game programmers considering using an unfamiliar academic system for programming in-game agents. We engaged 30 computer science students attending a university course on virtual agents in two programming assignments. For each, the students had to code high-level behavior of a 3D virtual agent solving a game-like task in the Unreal Tournament 2004 environment. Each student had to use Java for one task and the POSH reactive planner with a graphical editor for the other. We collected quantitative and qualitative usability data. The results indicate that POSH outperforms Java in terms of usability for one of the assigned tasks but not the other. This implies that the suitability of an AI systems-engineering approach is task sensitive. We also discuss lessons learnt about the evaluation process itself, proposing possible improvements in the experimental design. We conclude that comparative studies are a useful method for analyzing benefits of different approaches to controlling virtual agents.
... Las características estructurales que establece el reglamento del voleibol lo diferencian del resto de los deportes (Beal, 1989; Berjaud, 1995; Griffin y cols., 1997). El conocimiento de los elementos que lo caracterizan es fundamental como base para el desarrollo de un juego eficaz (Beal, 1989; Mesquita, 1997). ...
Article
Full-text available
In volleyball, the balance between rotations and phases is searched by teams in order to win. The purpose of this study was to find out the effect of the phase (side-out, side-out defense and counter-attack, and counter-attack defense and counter-attack) and setter position on phase performance in relation to set result. Methodology: A sample of 114 sets in males and 72 sets in females of the Sydney Olympic Games were analyzed. A descriptive, inter- and intra-group design was done. The variables studied were: rally result, set result, phase, setter position (front- or back-row), team level (team classification), and gender (male or female). Results and conclusions: Winning teams obtained seven out of ten side-outs. The efficacy percentage was a valid indicator of team performance. As the team level increases efficacy percentage was higher. In males, higher level teams presented a balance between rotations where the setter was in front and in back. In females, there was a misbalance between rotations where setter was in front-row and in back-row (higher performance when the setter was in back-row).
... It was said recently that "Lua is rapidly becoming the de facto standard for game scripting" [37]. Two informal polls [5,6] [42,25], and several other books on game development devote chapters to Lua [23,44,41,24]. ...
Conference Paper
Full-text available
We report on the birth and evolution of Lua and discuss how it moved from a simple configuration language to a versatile, widely used language that supports extensible semantics, anonymous functions, full lexical scoping, proper tail calls, and coroutines.
... It was said recently that "Lua is rapidly becoming the de facto standard for game scripting" [37]. Two informal polls [5,6] [42,25], and several other books on game development devote chapters to Lua [23,44,41,24]. ...
Article
This paper describes Lua, a language for extending applications. Lua combines procedural features with powerful data description facilities, by using a simple, yet powerful, mechanism of tables . This mechanism implements the concepts of records, arrays and recursive data types (pointers), and adds some object-oriented facilities, such as methods with dynamic dispatching. Lua presents a mechanism of fallbacks that allows programmers to extend the semantics of the language in some unconventional ways. As a noteworthy example, fallbacks allow the user to add different kinds of inheritance to the language. Currently, Lua is being extensively used in production for several tasks, including user configuration, general-purpose data-entry, description of user interfaces, storage of structured graphical metafiles, and generic attribute configuration for finite element meshes.
Article
Full-text available
Novel, advanced game techniques provide us with new possibilities to mimic a complicated training process, with the added benefit of enhanced safety. In this paper, we design and implement a 3D game with the support of virtual reality equipment which imitates the process of a lifeboat launch, involving both tractor manoeuvres and boat operations. It is a complex but vital process which can save lives at sea but also has many potential hazards. The primary objective of the game is to allow novices to better understand the sequence of the operations and manage the potential risks which may occur during the launch process. Additionally, the game has been promoted to the general public for educational purposes and to raise awareness of the safety issues involved. The key modules of the game are designed based on physical simulations to give the players enhanced plausible cognition and enjoyable interaction. We conducted two case studies for the two purposes of the games: one for training with volunteers without launching experience and the other for public awareness of the potential hazards with young children. The game is proven to be very promising for future professional training, and it serves the educational purpose of awareness of the safety issues for general public while being entertaining.
Article
Full-text available
The increasing popularity of hypermedia games is reaching far beyond the boundaries of entertainment and edging its way into many educational domains. The growth in game technologies has created new teaching environments through proposals combining learning with fun and motivating expectations which make the use of digital games a relevant trend in versatile learning situations at all educational levels. Based on the implementation of the Shaiex project, funded by the government of Extremadura (Spain) and develop by the research group GexCALL, the aim of this paper is twofold. First, it analyses the steps and requirements for the design of adaptive games for the teaching of English as a foreign language at the preschool level. Exploring the general premises for task adaptation by personalizing content to children's needs and abilities, the implementation of the whole design is described in light of its applicability. Second, an assessment of the adaptive games designed is conducted, based on the assumption that selecting developmentally appropriate digital experiences to meet users' expectations and to maximize their learning potential should undergo careful evaluation.
Conference Paper
Full-text available
Video games have grown to a major industry. Many universities have started new programs concentrating on game development. This paper describes an introductory course for video game development, which is used for initiatives to develop a gaming minor in the undergraduate ComputerScience curriculum. This course is designed to teach studentsall aspects in a game production cycle. We anticipate this course will engage students in computing and bring collaborative opportunities between art and computer science students .
Conference Paper
3D urban geographic information system (GIS) is of great importance in urban planning, management and decision support. However, the system development is difficult from the infrastructure perspective or expensive based on the professional GIS platform. Therefore, this paper puts forward the development method of 3D urban GIS with the Unity3D game platform. The thought and technical framework are introduced firstly. 3D modeling, attribute data management and query, scene browsing and analysis methods are presented secondly. And a satisfactory result has been achieved through the development practice and proves that the method is feasible. This research also explores a new way in small 3D urban (county-level) GIS development and application.
Conference Paper
Full-text available
This article describes the first steps on the development of a low cost dataglove based on the Arduino Uno microprocessor. The glove is designed for use in virtual reality systems and is integrated into a suite of applications. This article also presents a set of preliminary results obtained with the glove and discuss about the use of the glove to control a video game application for rehabilitation of stroke patients.
Conference Paper
This article describes the development of a low cost data glove called FlexDglove. This system was designed for virtual reality applications and includes an integrated virtual hand simulator. The development steps are described and also a set of preliminary results about the use of this glove.
ResearchGate has not been able to resolve any references for this publication.