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Supporting moddability in games made with bevy_fluent #8

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TheLeonsver1 opened this issue Jun 2, 2021 · 2 comments · May be fixed by #37
Open

Supporting moddability in games made with bevy_fluent #8

TheLeonsver1 opened this issue Jun 2, 2021 · 2 comments · May be fixed by #37

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@TheLeonsver1
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TheLeonsver1 commented Jun 2, 2021

So my game's structure might be something like this:

assets
    mods
        [mod_name]
            data
                events
            localization
            scripts
        [mod_name]
            data
                events
            localization
            scripts

And since it might be hard to use std::fs to scan folders on some platforms, I'd very much like it, if FluentServer could get a load_folder() function that would receive a language identifier (for example en-US) and when I'll give it the path mods it will load all localization files that are inside my mods folder and are related to the en-US localization, something like bevy's AssetServer with its recursive load_folder().

I think it would require bevy_fluent's .ron files to have an extension other than .ron. It might not be needed in a bevy 0.5 version if it'll happen, but it would be better in a 0.6 version probably because of this bevyengine/bevy#2292 I think

What would your thoughts about such a feature be?

Thanks again for the crate!

@kgv
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kgv commented Jun 4, 2021

Initially, I had plans to support this functionality (see implicit section).
But then I gave it up because I couldn't find a good reason why I needed it.
However, dynamically loadable modules/plugins are where this functionality are needed.
But in the implementation, I ran into a number of difficulties.
According to preliminary estimates, I think it will be implemented in one form or another.

I am phrasing my thoughts more precisely after the weekend.

@TheLeonsver1
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yeah, don't worry about it :) I don't mean to pressure you, I'm currently thinking about pausing my moddable-game project anyway, so this issue is more of a question if it might ever be added haha. It could definitely wait for after 0.6 since it might be easier to do then hopefully.

@kgv kgv linked a pull request Nov 12, 2023 that will close this issue
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2 participants