1) Modders shall be able to zip many .wasm files for different purposes
2) Each .wasm file can be instantiated or not (e.g. via player loadWasm("ui");)
3) Each .wasm should contain the least amount of code possible, for specific tasks, e.g.:
new player movement
extending CM_ functions for custom collisions
ui
integrating physics engine like Ammo.js
custom netcode extensions, simply adding stuff to switch(...) for svc_gamestate, svc_configstring, svc_snapshot etc.
This ensures highest composability of all kinds of mods. Pretty much way more dynamic than idtech3/qvm, which is one fucking blob of hardcoded shit.
1) Modders shall be able to zip many .wasm files for different purposes 2) Each .wasm file can be instantiated or not (e.g. via player loadWasm("ui");) 3) Each .wasm should contain the least amount of code possible, for specific tasks, e.g.:
switch(...)
forsvc_gamestate
,svc_configstring
,svc_snapshot
etc.This ensures highest composability of all kinds of mods. Pretty much way more dynamic than idtech3/qvm, which is one fucking blob of hardcoded shit.