![]() A forum post can only hope to barely scratch the surface of the topics. There are lots and lots books written on solely on these two subjects. Most importantly, don't expect everything to be spelled out for you in a website forum post. It is a bit more specialized than how standard applications do it. Then look into how game engines embed script languages. The next thing to investigate is how script engines work and how they are embedded within applications. To wrap this all up, you should know how a game engine works since you read that book. It used to be a c-like language and still might be but I don't know for certain. net languages like c# and I am not sure what Unreal uses now. The engine also includes its own scripting language, GDScript, and its own visual programmng language, VisualScript. It’s written in C++, and you can create 2D and 3D games using C++, C and any other language with GDNative bindings, like Rust. You might want to start by reading up on the two engines you listed in the tags. A cross-platform free and open-source game engine. I hope this gives you a taste of what is involved. Gameplay logic is called when events occur like when a user presses or clicks a button so they don't occur constantly and the code that services the event does not have to be ultra high performance. ![]() This isn't as efficient as machine code but it usually doesn't have to be. When games use scripts they are usually loaded at run-time and compiled on the fly to a sequence of "byte code" that can be executed efficiently by an interpreter. A generic game engine is usually used but the engine is in a library and the game itself is the application. If by "compiled code" you mean secondary code compiled into libraries, yes, that is possible but not how games are usually built. If you don't understand the difference then you have a lot to learn and a lot of reading ahead of you. Usually scripted code for games is executed interpretively so it is not compiled to machine code. Tools to make a Game Engine in C++ pikuma 7. Some use proprietary c-like languages because there are lots of parser libraries for it that can be adapted. Most use one of the common scripting languages because facilities for embedding them within applications are rather common. Many game engines use script languages for game play logic but very, very few use c++ as the language. One is executing script code and the other is writing a game engine. Actually you have two rather complex problems here.
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