22 lines
1.1 KiB
Plaintext
22 lines
1.1 KiB
Plaintext
Thoughts on the API:
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It needs to satisfy the following:
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- Being mostly backwards compatible with the old roblox code, maybe using an _ to translate? Also very automatic in nature, networking should just work.
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- Being 'forwards' compatible with a potential bevy implementation. so all 'objects' need to be fully abstracted. anyways. Being kind to a nellie style implementation. So lots of OOP and abstraction as above.
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- Allowing access to a lot of weird stuff we didn't have before. (consider the mesh systems) which also means we will need access to some 'services' (that we can expose again through _G so it swings both ways...)
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Maybe it would make more sense to have a sort of ID or name for every single type of thing in the
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api, or 'scene'. That is quite weird, though it would mean that vehicle objects and their
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properties could also be encoded. Maybe if each vehicle object was a sort of 'package' idk.
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Although the game code does trace through objects.
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Part(){
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}
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Accessory Ideas!:
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- Different body types: floating limbs
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- Dunce hat
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- Wizard outfit
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- Long coat outfit
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- Combinable faces
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