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    <title>GameDevKicks.com - published scripting stories</title>
    <description>the latest published scripting stories from GameDevKicks.com</description>
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    <ttl>30</ttl>
    <item>
      <title>Integrating ToLua++ and Your Game Engine</title>
      <description>ToLua is a sort of API/code generator that binds Lua to C code and functions by using a pkg file, a declaration file in which you simply transplant the public members, member functions, and non-member functions of the construct/routine you wish to call in Lua. ToLua++ (the focus of this article) takes this a step further and binds C++ constructs and functions to Lua. It will allow you to use your game engine classes in Lua as native types, and allow you to shunt data between C++ and Lua through the Lua stack while retaining the data structure. The possibilities are endless; you could create objects in Lua using the scripts as initializers, you could expose your object management class and control it from scripts, or you could expose your entire game engine, handling every detail from Lua. ToLua++ is relatively easy to setup, even if the documentation is somewhat lacking. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.gamedev.net%2freference%2fprogramming%2ffeatures%2fToLuaPP%2f"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.gamedev.net%2freference%2fprogramming%2ffeatures%2fToLuaPP%2f" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
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      <link>http://www.gamedevkicks.com/scripting/Integrating_ToLua_and_Your_Game_Engine</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/scripting/Integrating_ToLua_and_Your_Game_Engine</guid>
      <pubDate>Tue, 06 Jan 2009 22:24:24 GMT</pubDate>
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    <item>
      <title>Game Creation System with A7 Game Engine and lite-C Script</title>
      <description>Atari lite-C version 1.5, the game development language by Conitec and Atari, was released last week. The lite-C package contains an all-in-the-box game development system, with a 3D model and terrain editor, script editor, compiler, debugger, the A7 game engine, a physics engine, and a tutorial with 24 easy workshops. Atari lite-C version 1.5 is free for noncommercial purposes and available for download. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.3dgamestudio.com%2flitec.php"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.3dgamestudio.com%2flitec.php" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/scripting/Game_Creation_System_with_A7_Game_Engine_and_lite_C_Script</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/scripting/Game_Creation_System_with_A7_Game_Engine_and_lite_C_Script</guid>
      <pubDate>Wed, 10 Dec 2008 18:00:52 GMT</pubDate>
    </item>
    <item>
      <title>Game Scripting in IronPython</title>
      <description>Cameron has writen a quick MUD type demo game that utilizes C# and IronPython on the server and uses Silverlight 2 as the user interface.  &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.cameronalbert.com%2fpost%2f2008%2f09%2fGame-Scripting-in-IronPython.aspx"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.cameronalbert.com%2fpost%2f2008%2f09%2fGame-Scripting-in-IronPython.aspx" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/scripting/Game_Scripting_in_IronPython</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/scripting/Game_Scripting_in_IronPython</guid>
      <pubDate>Wed, 17 Sep 2008 01:55:54 GMT</pubDate>
    </item>
    <item>
      <title>Writing a Kick-Ass Script 4: Problems, and How to Solve Them</title>
      <description>Give players choices. Difficult choices. Make those choices have consequences.
And above all..
Have fun. Enjoy the game you are creating. If you don't, nobody else will either. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.isotx.com%2fwordpress%2f%3fp%3d258"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.isotx.com%2fwordpress%2f%3fp%3d258" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/scripting/Writing_a_Kick_Ass_Script_4_Problems_and_How_to_Solve_Them</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/scripting/Writing_a_Kick_Ass_Script_4_Problems_and_How_to_Solve_Them</guid>
      <pubDate>Tue, 27 May 2008 15:28:14 GMT</pubDate>
    </item>
    <item>
      <title>Lua .NET Interface</title>
      <description>A few years ago, Devan came across an excellent article, written by Martin Echenique and hosted on GameDev.net.  It discusses integrating Lua scripting into .NET projects by assigning custom attributes.  Using reflection, these custom attributes can be examined at run-time, allowing Lua functions to be loaded into the virtual machine dynamically.

Devan has taken Matin's project and modified it somewhat.  First, he has added the capability to sub-class Lua packages, allowing packages to contain other packages. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.voyagegames.com%2fblog%2f2008%2f03%2f09%2fLuaNETInterface.aspx"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.voyagegames.com%2fblog%2f2008%2f03%2f09%2fLuaNETInterface.aspx" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/scripting/Lua_NET_Interface</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/scripting/Lua_NET_Interface</guid>
      <pubDate>Thu, 03 Apr 2008 16:09:36 GMT</pubDate>
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