The type of "mods" you're talking about would require a dynamically loaded shared library system, which means you'd not only have to write C++ but then build it for every platform that Bitfighter runs on, and then distribute it. This is essentially the exact same process needed to mod Bitfighter in its current state, so why make an API for it? Not only that, but running arbitrary executable code from someone you don't know is literally the worst thing you could possibly do to your computer.
There are easily more than eight levelgens, I've written twice that many just by myself. Adding in the work by thread, bob, sam, and the handful of one-off scripters would easily put it above 30. I can't speak to why the lua API is (tragically) underused, but since that's the case then what makes you think a C++ modding API would fare any better?
In my estimation, about 2% of the interesting things that are possible with levelgens have been done. This would be a good idea if we had a vibrant scripting community that was constantly running up against the walls of possibilities, but this is simply not the case at all. Maybe we could revisit this topic when the state of affairs changes, but for now I think it solves non-existent problem.
I see where you're coming from. There are in fact limitations to levelgens, and there are some potentially cool things that could be done with engine-level modding, but I feel like we've barely scratched the surface of what we can already do with the current system. I encourage you to try the tutorials, write some levelgens, and see how you feel after you've actually given it an honest go. I think the limiting factor is creativity and ingenuity, not possibility.
As always, thanks for the input.
Opti wrote:Or maybe a gameplay-changing mod like classes or something.
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