![]() For the simple part, we identified a handful of small but impactful changes to the game that can be implemented by anyone who’s not afraid of their computer. ![]() The overarching goal of the mod support is, in the words of Alan Kay, simple things should be simple, and complex things should be possible. We knew that we needed to give modders this ultimate power, to modify and add new Lua code to the game. And Lua is not only much easier for modders to learn – it’s also easy to be loaded from different places, even when the game is running. Which allowed us to implement virtually everything you think of as “game”, from the simulation logic of the colonists on Mars to the user interface that allows the player to control them. The good and much more important news was that our games are written in a mixture of two programming languages: C++ to handle the low-level stuff like graphics, audio and talking to the underlying hardware Lua. This had to be reversed, and many types of data can now be loaded in pieces, or late after the game has started, to allow for asset authoring and tested. ![]() ![]() The bad news was that over the previous several games, the data loading process of our engine had been optimized in the opposite direction, to be as monolithic and economical as possible, to allow for minimal loading times. ![]()
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