godot-dodo
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Exotic codestyle
In my game, I wrote a library that allows me to build logic by composing objects, so I could customize it and subscribe to any step
Then I wrote higher-level presets and operators to describe character's skills and perks
So the code mostly looks like this:
Actions
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Perks
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How presets/operators are made
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I understand that this approach is kinda different from how people usually write code (and without explanation might be frustrating even for human haha), so the question is - what do you think, can fine-tuning with common data help me get better predictions for this approach?