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Many engines have scripting languages allowing modding using full turing complete languages rather config files LUA is a common one in games. Its kinda like th
by SigmundA 6y ago
Many engines have scripting languages allowing modding using full turing complete languages rather config files LUA is a common one in games.
Its kinda like the config file vs code as config debate. If I where modding something I would rather have a full programming language than just a config file, but the config file does make it easy to do simpler things without breaking stuff, the more complex the config becomes the closer to a full blown DSL it is and you might as well just use a mature scripting language instead.
- RMPR 6y ago> Its kinda like the config file vs code as config debate I had trouble parsing this because I was reading "vs code" as visual studio code. > If I where modding something I would rather have a full programming language than just a config file, but the config file does make it easy to do simpler things without breaking stuff, the more complex the config becomes the closer to a full blown DSL it is and you might as well just use a mature scripting language instead. I think using a mature scripting language is just a matter of transferable skills. People may be more reluctant to learn yet another language just to mod your engine. Especially if it's a one-time thing.
- dagmx 6y agoTo note though is that those config files aren't meant for modding. They're meant as easy ways for the gameplay designers themselves to tweak things without needing to rebuild the whole game each time. They just usually ship as side effects of that process, because no body really cares that much for single player games.
- SigmundA 6y agoUsually scripting engines in games are there for the exact same reasons, moddability again being a side effect.
- jacques_chester 6y agoA nitpick: "Lua". It is not an acronym.