Liblast on Nostr: CVars. How to implement #CVars in #Godot in a way that won't suck..? I thought: make ...
CVars. How to implement #CVars in #Godot in a way that won't suck..?
I thought: make a CVar class that takes a value (like 100) and an arbitrary unique string(like "balance.player.health") in constructor and it stores that in a project-wide database. If the db has the cvar already, it's read from there instead.
When user uses UI, dev console or a config file to alter the cvar value in db, the CVar object in our script is notified to update at runtime...
Does this make any sense?
- unfa
I thought: make a CVar class that takes a value (like 100) and an arbitrary unique string(like "balance.player.health") in constructor and it stores that in a project-wide database. If the db has the cvar already, it's read from there instead.
When user uses UI, dev console or a config file to alter the cvar value in db, the CVar object in our script is notified to update at runtime...
Does this make any sense?
- unfa