Modding:Objects: Difference between revisions

No change in size ,  18:49, 5 September 2019
m
no edit summary
(a little more info about entity component systems)
mNo edit summary
Line 17: Line 17:


==Component System==
==Component System==
Caves of Qud's codebase uses an [https://en.wikipedia.org/wiki/Entity_component_system|entity component system] architectural style, which makes it relatively easy for modders to create totally new objects with only a small XML snippet, simply by combining existing components from other game objects. Components are generally referred to as "parts" in Caves of Qud's XML files. For example, you might combine a LiquidVolume part with a MeleeWeapon part to create a weapon that holds liquid.
Caves of Qud's codebase uses an [https://en.wikipedia.org/wiki/Entity_component_system entity component system] architectural style, which makes it relatively easy for modders to create totally new objects with only a small XML snippet, simply by combining existing components from other game objects. Components are generally referred to as "parts" in Caves of Qud's XML files. For example, you might combine a LiquidVolume part with a MeleeWeapon part to create a weapon that holds liquid.


For a more thorough introduction to the component system used to define objects in Caves of Qud, check out this introductory presentation by CoQ developer Brian Bucklew from IRDC 2015:
For a more thorough introduction to the component system used to define objects in Caves of Qud, check out this introductory presentation by CoQ developer Brian Bucklew from IRDC 2015: