Game Coding Complete, Fourth Edition by David Graham, Mike McShaffry

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CHAPTER 12SCRIPTING WITH LUA

by David “Rez” Graham

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In the past decade or so, games have started to become much more data driven. For example, the Actor system lets you create whole classes of different actors by just mixing and matching different components. You can even add and remove components at runtime, making it possible to completely change an actor’s definition, behavior, and properties without having to recompile and relaunch the game. The days of having hard-coded constants that affect gameplay are coming to a close, being replaced by tuning hierarchies that are completely in the hands of the designers.

As a programmer, my job is becoming ...

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