Designing a modding API at this stage of the game is basically impossible. You could never fulfill all requirements of the modders and most of them would never even adapt to a new standard as most peolple use ddnet anyway. No matter whether one used lua, wasm, js/ts, a native interface or whatever, there would always be someone who (thinks he) knows better, or misses some feature and implements it on his own. The game would need an extensible protocol, flexible physics code, a scripting interface and a modifiable UI to be really useful for modding. I still love to play vanilla from time to time, but besides a few people who play the game for over a decade now, it is basically dead. But even getting back to a common codebase is unrealistic, since ddnet depends on countless physics bugs in their code...
I strongly agree. The interface must be in such a form of API that will be able to bind symbols and the structure of the project. This seems to be possible when building a project with open interfaces. But this is a delicate topic. But with this kind of API, I came across but I personally did not implement this. The maximum that I could do was some functions from the controller itself. And this will require development, only then it will be possible to achieve the relationship between the APIs, as it should be in reality.
07:00
Moreover, this is c.c++. This already speaks for itself.
07:03
lua js., +. This is the simplest implementation of some kind of api.
redix
Yeah teeworlds is not a game engine, but due to its very static coding style it has a lot of restrictions which could definitely be relaxed a bit. At the moment both projects are getting contributions, though on tw side its mostly Robyt3 against an army of people on ddnet side. Both projects are missing fixes and improvements that were added to the other one years ago... A standardised API would probably get some attraction but due to the different policies of ddnet and tw I would not bet on it, and implementing an API without the support of ddnet is not worth the effort imo.
those are very good points :/ and because of Robyt3, the Teeworlds codebase has changed a ton, this makes any merger efforts very difficult. When you're talking about fixes and improvements missing for years ago, I assume you include the entirety of 0.7 anyway, and that's something that can't be caught up with.
10:03
If Teeworlds became mod friendly with a well-made, open API, I doubt many modders would switch from ddnet to Teeworlds 0.7(8?), even if it's "better"
It won't, but at least it's some kind of development in Teeworlds. And to write a server-mod in C# is quite possible with TeeSharp.
Progress. Convenience. Potrubleness.
11:00
Well, at least according to Matodor he can run it already. I do not know at the moment.
Dune
otherwise there is the editorv2, etc. but I doubt even this would be enough