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besiege:modding:code

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besiege:modding:code [2018/06/28 14:52]
spaar [Important APIs]
besiege:modding:code [2018/07/10 13:39] (current)
spaar [Custom Code]
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 Both ways have advantages and disadvantages:​ Letting the game compile the code (this is then called a "​Script Assembly"​) means that the only thing required to write code is a basic plain text editor, although an editor with syntax highlighting is recommended (Notepad++, Visual Studio Code, Atom, etc), and it's a bit easier to set up. Both ways have advantages and disadvantages:​ Letting the game compile the code (this is then called a "​Script Assembly"​) means that the only thing required to write code is a basic plain text editor, although an editor with syntax highlighting is recommended (Notepad++, Visual Studio Code, Atom, etc), and it's a bit easier to set up.
-Project Layout+
 Compiling the code manually before passing it to the game requires more setup and larger/more complicated tools (usually Visual Studio, although there are other options, like MonoDevelop). However, there are significant benefits to using such a tool, especially for larger projects. Most noticeably, a good autocompletion engine is invaluable for exploring the APIs provided by the mod loader and the game. Compiling the code manually before passing it to the game requires more setup and larger/more complicated tools (usually Visual Studio, although there are other options, like MonoDevelop). However, there are significant benefits to using such a tool, especially for larger projects. Most noticeably, a good autocompletion engine is invaluable for exploring the APIs provided by the mod loader and the game.
  
besiege/modding/code.txt ยท Last modified: 2018/07/10 13:39 by spaar