Been out of the loop for a while

I have not heard one iota about the SDK (other than it exists). I'd be very upset if we had no core SDK access.
 
I don't doubt that Firaxis knows just how much a moddable SDK allowed the modding community to grow.
 
I agree. As buggy and feature missing (just look at the BtS Tech Tree Editor SDk files and my bug notes) as the SDKs have been I can see how half of my stuff would have been done.
 
Last time I checked they were really proud about their own engines, and the fact that they have 2, yes. But they never said they'd let any outsider near that engine code and you can be sure they won't (same as civ4 or any other game I guess), and the only programming language mentioned in the context of modding was lua.

Google found this performance comparison of Mandelbrot set generation using different languages: http://www.timestretch.com/FractalBenchmark.html
..which implies that lua is almost 10 times faster than python. The difference to compiled C is even bigger though, so I think that most expensive code will still be C++, for the sake of the people on older computers. Or at least I hope so, even though that means those parts might not be moddable for half a decade.
 
The reason Lua does so much better at floating point math is that all numbers in Lua are native floating point values whereas nearly everything in Python is an object--including integers over 100 and all floating point numbers. Those benchmarks are pretty bad, though. The ports weren't written to take advantage of the language, and I gotta wonder if the Lua and Python times include the compilation. Does the C count the gcc compilate? I doubt it.

In any case, the AI code doesn't involve a lot of floating point operations. The largest cost of the AI code is path-finding. Hopefully Lua is up to that task well enough, or maybe they put that code in the EXE because no one cares to mod it.

32 days until we find out! :D
 
Pathfinding is in the exe even in civ4, even though I really would have liked to see it. I'm pretty sure there will be no lua pathfinding, no none is that crazy ;)
 
C++ as a modding method has been confirmed a few times. From my point of view the advantage is not only speed, but it is much more known. Few people are interested to learn a new programming language just to mod.
 
Thanks Sephi, I was getting worried. I'm not very interested in Lua modding, as I expect it to be just as limited as python modding is in Civ4.
 
Thanks, Sephi. Do you happen to recall where you read/heard that? Was it a podcast or posted somewhere?
 
Did they mention any specifics about the SDK? I got the distinct impression that Lua would be the only language needed for modding code.

If you look at the civ5 section, you'll see, that i've been at the Gamescom, and i took a look at the folder and what has been in, and in general, it looks the same like in Civ4, only the exchange Lua <-> python.
There are the subfolders with the XMLs, mostly again logically structured, partially the same, there's a CvGameCoreDll, the user interface and the mapscripts are done in lua.
 
Meh, I've tried to keep on top of the discussions in Civ5 here and at civilization5.net, but it's tough to wade through 50 new threads whining :cry: about the limited list of civilizations. ;)
 
Well, as long as we are discussing it in this thread, what is the path for migrating art? I can accept scrapping python/sdk changes and doing from scratch, I can do that. But if art needs to be redone from scratch, and art-tool-experts need to be involved, then I can't redo most of my mods. Any clues on art migration?
 
Meh, I've tried to keep on top of the discussions in Civ5 here and at civilization5.net, but it's tough to wade through 50 new threads whining :cry: about the limited list of civilizations. ;)

I know; I'm sick of all the threads with people whining. If Civ5 is going to be so bad, go back to Civ4...

Anyway, this thread has been incredibly informative, and thanks for that information The_J.
 
In case anyone hasn't seen this yet, the Civilization V Analyst is packed with information about and screenshots of gameplay. While it doesn't have any modding info we haven't all seen, it is very neat and quite thorough.
 
Meh, I've tried to keep on top of the discussions in Civ5 here and at civilization5.net, but it's tough to wade through 50 new threads whining :cry: about the limited list of civilizations. ;)

That's why i've put "Gamescom" in my thread title, so it should be obvious, about what it is ;).


To add:
- 2 exe files, one with DX11 in the title.
- Could not find any XML connection between leaders and civs :confused:
- .dds again as textures
- Could not find any 3D files. Azallel said, that's because they are again packed into .fpk files.
 
That's why i've put "Gamescom" in my thread title, so it should be obvious, about what it is ;).


To add:
- 2 exe files, one with DX11 in the title.
- Could not find any XML connection between leaders and civs :confused:
- .dds again as textures
- Could not find any 3D files. Azallel said, that's because they are again packed into .fpk files.

DDS Files again eh? Fine by me. I hope leaders and Civs aren't in the SDK, but I have a sneaking suspicion that they are.
 
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