Timeline for Creating objects with user-defined variable names
Current License: CC BY-SA 3.0
6 events
when toggle format | what | by | license | comment | |
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Jun 18, 2015 at 18:45 | comment | added | Shelby115 | It might be worth mentioning MEF for .NET dynamic module loading. msdn.microsoft.com/en-us/library/dd460648(v=vs.110).aspx | |
May 22, 2014 at 1:47 | comment | added | Kyle Baran | Alright, you have gone above and beyond in answering my question. Have a checkmark, with gusto! | |
May 22, 2014 at 1:47 | vote | accept | Kyle Baran | ||
May 22, 2014 at 1:32 | comment | added | Idan Arye | Check this article for dynamic module loading and this article for using LUA as an embedded scripting language. Whenever it's worthwhile to use them both depends not on how sophisticated your game is, but on how sophisticated the mods will be. A very complex mod(one that can be treated as a new game - like Counter Strike) might benefit from using a module for the core parts and scripts for defining special behaviors of levels, characters and items. | |
May 22, 2014 at 1:22 | comment | added | Kyle Baran | Do you happen to have a resource where I can learn about dynamic modules and embedded scripting languages? Both sound useful for different purposes. Is it unusual for a very sophisticated game to use both, or does convention usually call for one approach over the other? | |
May 22, 2014 at 1:18 | history | answered | Idan Arye | CC BY-SA 3.0 |