Closed daymxn closed 2 years ago
- the custom module names are the place ids of the games/places they are loaded in.
- it probably could be modularized, but if you mean seperate files, that would just increase loading times.
- idk what EmmyLua is, maybe ur talking about classes? but classes in lua arent needed and just complicate things most of the time.
My intention is not to insult you btw, I'm just curious about the general practice around lua- and why it's the way that it is. Coming from someone who works on very large repos like this: https://github.com/firebase/firebase-android-sdk , you can understand my confusion with the luau standards.
because you can't contain scripts in modules for exploits that same you do normal scripts. you would have to send multiple http requests or download files and folders on your local machine to run them. you could also use a tool to combine scripts into one file, which would just end up being the same thing as this.
because you can't contain scripts in modules for exploits that same you do normal scripts. you would have to send multiple http requests or download files and folders on your local machine to run them. you could also use a tool to combine scripts into one file, which would just end up being the same thing as this.
That's a good point, although I was under the assumption that was standard, as in you have a loader script that downloads the files before the actual execution. I'm pretty sure that's what's implemented in this rep for custom modules, and I think is totally valid. Especially since it'd be cached after the initial load.
Hey folks! I'm new to the whole luau thing, so forgive my ignorance. I've been reading through your source here, and I had a few questions if you don't mind.
AnyGame.lua
is over 4k lines. And it seems as though a very large portion of it could be modularized.Thank again :)