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I'm just wondering if there is something engine wise that makes EE different, be it how it handles calls, or what's built in for systems, etc. Or is it more an over all design and comunity priciple that seperates it? |
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Answered by
VMSolidus
Jan 10, 2025
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Answer selected by
hobolyra
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To start with it, we do have our mission statement right here on the front page of the repository.
We do not (currently) have a fork of Robust Toolbox, so the game engine side of things is identical to what Wizden is using. We are infact on the same version of Robust Toolbox as Wizden. Where our differences primarily come from is in our code for the actual game itself, and our objectives for said code.
To start, here's two terms you should know:
Crunch: Raw gameplay elements, numerical values. "This sword deals +2 damage".
Fluff: Roleplay elements, Descriptions, Lore, Abstract things. "This ancient sword is finely crafted from valyrian steel. It has been passed down many generations from…