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Procedural Content Generation with a Domain Specific Language
Hello guys!
Currently I'm planning a DSL with the purpose of defining rules to generate chunks of levels in a 2D platformer game aiming to improve game designers work. This would mean no longer define platforms, props and traps locations in code. I don't know if it's better to develop an external DSL with Lua or some other language, or develop an internal DSL (Fluent interface).
But I don't even know if this is interesting conceptually speaking, I want to make it as a tool that could be useful in my personal projects... What do you think of this?
UnityAnswers is not for discussions, opinions or feedback. It's for concrete technical questions that can be answered. If you want feedback / opinions start a thread on the forums. Please have a look at the FAQs
ps: If you start a thread on the forum make sure you be more precise of what you actually have in $$anonymous$$d. If you don't have any concrete ideas it would be like saying "i want to create my own language which is better, easier, faster and makes all the difficult things easy". Procedural generation can be quite simple but also extremely complicated or complex.
Sorry @Bunny83, now I started a thread on the forum for this discussion. Thank you for the advice!
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