Timeline for Value of describing game mechanics in a data file instead of hardcoding?
Current License: CC BY-SA 4.0
8 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| May 4, 2024 at 0:00 | comment | added | Loren Pechtel | KSP itself isn't the sort of game you can simply jump in and play unless you turn on the infinite fuel cheat. | |
| May 2, 2024 at 18:01 | comment | added | Kevin | @LorenPechtel So it supports user mods defined in DLLs? DLLs have to be compiled. That's better for performance, but not very simple or user-friendly. | |
| May 2, 2024 at 17:54 | comment | added | Loren Pechtel | JSON is still just data, it can change values, not behavior. KSP mods can alter just about anything that's exposed by the interface, including adding behavior that was not envisioned by the designers. There's nothing in the stock game that can guide your rocket--but MechJeb definitely can. C# source code that you link against a library to use. I haven't actually tried to do it because even though I know what's wrong with return from moon I can't figure out the math to get it right. | |
| May 1, 2024 at 5:09 | comment | added | Kevin | @LorenPechtel That's pretty vague. Configuration files are often parsed into classes, e.g. a JSON file might just represent the fields of a data class. | |
| May 1, 2024 at 4:04 | comment | added | Loren Pechtel | Another possibility that permits compiling mods: Modded things are extensions of classes declared in the code, the engine can load the modded version at runtime. I haven't examined the details but look at Kerbal Space Program. | |
| Apr 30, 2024 at 17:06 | history | edited | Kevin | CC BY-SA 4.0 | added 8 characters in body |
| Apr 29, 2024 at 19:22 | history | edited | Kevin | CC BY-SA 4.0 | added 943 characters in body |
| Apr 29, 2024 at 19:03 | history | answered | Kevin | CC BY-SA 4.0 |