Hasty Briefsbeta

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Buildcraft Is a Compiler Problem

2 days ago
  • #ARPG systems
  • #compiler design
  • #game engineering
  • Treating ARPG buildcraft as a compiler pipeline helps manage combinatorial complexity.
  • Authoring data should remain declarative, emitting facts rather than executable code.
  • Active skills and supports compile into stat modifier and behavior emission rows with provenance.
  • Distinguish between entity-scoped and skill-specific modifications to prevent unintended inheritance.
  • Behavior changes are represented as shape emissions, not code, stored in a skill cache for runtime use.
  • Dirty domains enable incremental compilation, limiting rebuilds to affected entities.
  • Tag-based applicability filtering avoids a large skill/support identity matrix.
  • Rule rewrites are separate from stat math, handling special cases like "spell damage applies to melee."
  • Resolution uses compiled facts from caches, removing the need for support IDs in hot paths.
  • Fixed caps in behavior caches bound weirdness and keep the system manageable.
  • Pipeline stages include authored data, row emission, dirty marking, cache rebuilding, and combat consumption.