Brumbaugh / Leithner | Scripting Farming Simulator with Lua | Buch | 979-8-8688-0059-7 | www.sack.de

Buch, Englisch, 336 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 540 g

Brumbaugh / Leithner

Scripting Farming Simulator with Lua

Unlocking the Virtual Fields
1. Auflage 2023
ISBN: 979-8-8688-0059-7
Verlag: Apress

Unlocking the Virtual Fields

Buch, Englisch, 336 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 540 g

ISBN: 979-8-8688-0059-7
Verlag: Apress


Create mods using the popular game Farming Simulator with Lua, a versatile scripting language that can run on various platforms and applications. This open access book is best suited for programmers who want to learn how to use Lua to write scripts that can enhance and extend the gameplay experience.

You'll start by reviewing the basics of programming in Lua and then move on to advanced topics, such as object-oriented programming, vehicle and placeable specializations, network synchronization, and creating custom user interfaces. With step-by-step instructions and detailed explanations, you'll see how to create scripts that modify game mechanics and add new features to the game.

The practical examples and projects are ideal for providing hands-on experience with Lua scripting. Whether you are a creator looking to take your skills to the next level or a game developer interested in learning a new programming language, Scripting Farming Simulator with Lua is the ultimate guide to mastering Lua scripting.

What You'll Learn

  • Understand the fundamentals of programming in LUA
  • Implement a basic “Hello-World” mod
  • Add a new graphical user interface to your mod
  • Use hook scripts to extend base game features
  • Publish your mod on the official Farming Simulator ModHub 

Who This Book Is For

Creators who want to add new features to Farming Simulator; game developers who want to learn a new programming language for modding purposes, and anyone who wants to expand their knowledge of programming and scripting.

Brumbaugh / Leithner Scripting Farming Simulator with Lua jetzt bestellen!

Zielgruppe


Professional/practitioner

Weitere Infos & Material


Chapter 0: Introduction

• About Farming Simulator

• What you will learn in this book

• Technical requirements

• Exploring the GDN

o Modding resources

o Video tutorials

o Documentation

o Community Forum

o Downloads

o LUADOC

o YouTube

• Looking at the ModHub

o Financial opportunities of mod creation

• How to attend FarmCon

• Participating in the mod contest

• Summary

Chapter 1: The LUA Programming Language

• Technical requirements

• Learning about data types and creating variables

o Data types

o Setting and manipulating variables

o Numbers

o Booleans

o Strings

o Tables

o Dictionaries

• Conditional statements

• Declaring and using loops

o for loops

o while loops

o repeat loops

• Learning about functions

o Functions in programming

o Recursion

• Classes

• Demonstrating programming style and efficiency

o General programming style rules

• Summary

Chapter 2: Getting Started with the GIANTS Editor

• Technical requirements

• Installing the GIANTS Editor

• The Viewport

o Movement and camera manipulation

o Viewport Options

• The Scenegraph Panel

o Entities and the Parent-Child Hierarchy

• Application menus

o The File menu

o The Edit menu

o The Create menu

o The View menu

o The Scripts menu

o The Window menu

o The Help menu

• The Attributes Panel

• The Toolbar

o Translation mode

o Rotation mode

o Scaling mode

• Terrain Editing

o Terrain sculpt mode

o Terrain detail texture paint mode

• Scripting

o The Console

• Summary

Chapter 3: The GIANTS Debugger IDE

• Technical Requirements

• Installing the GIANTS Debugger

• Application menus

o The File menu

o The Edit menu

o The View menu

o The Debug menu

o The Window menu

o The Help menu

• Creating and debugging scripts

o Using breakpoints

o Using the Locals tab and the Callstack

• Summary

Chapter 4: Making a Diner with a Rotating Sign

• Technical requirements

• Preparing the diner model

• Creating mod scripts

o Creating XML files

o Creating LUA files

• Testing the mod

• Summary

Chapter 5: Rotating Mower Mod

• Technical requirements

• Creating mod scripts

o Creating XML files

o Creating LUA files

• Testing the mod

• Summary

Chapter 6: Speed Trap Trailer Mod

• Technical requirements

• Creating mod scripts

o Creating XML files

o Creating LUA files

• Testing the mod

• Summary

Chapter 7: Mileage Counter HUD Mod

• Technical requirements

• Creating mod scripts

o Creating XML files

o Creating LUA files

• Testing the mod

• Summary

Chapter 8: Multi-Bale Spawner Mod

• Technical requirements

• Creating mod scripts

o Creating XML files

o Creating LUA files

• Testing the mod

• Summary

Chapter 9: Money Cheat Mod

• Technical requirements

• Creating mod scripts

o Creating XML files

o Creating LUA files

• Testing the mod

• Summary

Chapter 10: Publishing on the ModHub

• Technical requirements

• What is the ModHub?

• Creating an account

• ModHub creation guidelines

• Using the TestRunner

• Uploading your first mod

• Getting feedback and updating your mod

• Rewards & Awards

• Summary

Documentation & Appendix

• Debugging

• Position, Orientation, & Size

• Entities

• Entity Relations

• I3D

• Physics

• Network


Zander Brumbaugh is a technical author and AI researcher based in Seattle, Washington. His work as an independent developer on the Roblox platform has been played more than 300 million times. He is also a best-selling textbook author, with works on programming and game development. Zander's research focuses on the improvement of language models for real-world settings. He currently attends the University of Washington and is part of the Paul G. Allen School of Computer Science and Engineering.

Manuel Leithner is a senior gameplay programmer based in Bamberg, Germany. While working on his bachelor’s and master’s degrees in Business Informatics / Information Systems, he started modding for Farming Simulator 2008, the first title of the series. A few years later, he worked as a freelancer for GIANTS Software on several DLCs and major game releases. In 2015, a branch office in Erlangen, Germany was opened and he became the head of the office as a studio manager. Since then, he has also become the lead gameplay programmer and responsible for gameplay across the whole franchise.



Ihre Fragen, Wünsche oder Anmerkungen
Vorname*
Nachname*
Ihre E-Mail-Adresse*
Kundennr.
Ihre Nachricht*
Lediglich mit * gekennzeichnete Felder sind Pflichtfelder.
Wenn Sie die im Kontaktformular eingegebenen Daten durch Klick auf den nachfolgenden Button übersenden, erklären Sie sich damit einverstanden, dass wir Ihr Angaben für die Beantwortung Ihrer Anfrage verwenden. Selbstverständlich werden Ihre Daten vertraulich behandelt und nicht an Dritte weitergegeben. Sie können der Verwendung Ihrer Daten jederzeit widersprechen. Das Datenhandling bei Sack Fachmedien erklären wir Ihnen in unserer Datenschutzerklärung.