Original Post
I'm currently working on a project I'm not going to write too much about since I don't want to get anybody's hopes up in case the project dies heh. Anyways, the basic goal of the project is to rewrite an open-source game engine to a user-friendly development environment for the new modder ready to hop in and grind a new game out of the engine. My current idea is to have my executable read from several DLLs such as Network, Renderer, Client, Server, etc... to determine the behavior of the main executable. The method behind the madness is that modders could rewrite a piece of the code and compile it to the new DLL that the engine would read from. This would prevent a recompiling of the entire engine or a rather large chunk of it. But the more I think on this the more I realize I don't really see many games use a lot of DLLs. I'm starting to think that this wouldn't be the greatest solution to modulate the engine and provide an easy programming environment for the programmer. Would anybody be able to confirm this? I'm starting to think that perhaps I should use a scripting language to let the modders change the game without actually compiling code. The only gripe I have with that is that interpreting and making use of the script is sort of cumbersome for the program itself since I'm also going for a lightweight, speedy game engine that can run decently on 1998-era computers. Thoughts?