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I've played a LOT of building games, and Tiny Glade does not work like any of them when you get down to it. It's doing some seriously interesting live mesh editing while not lagging my PC to a crawl, and my GPU is a bit outdated now. I think having some kind of breakdown, in layman's terms, of the technology behind it would be incredible.
It'd also be necessary for a modding scene to thrive.
Having said that, it's probably tech the devs would rather keep proprietary for now, because so far I don't know of anything else that might work like this except for some of UE5's voxel experiments?
but then again, I'm not a very technical person, I just find this stuff fascinating as a lay person and really like breakdowns about the process of creating games or software.
Although, at some point, the community is likely to make its own modding scene via datamining and examining the game's innards. Tiny Glade is popular enough for some tech-minded people to take interest in it, so I think the bigger question is whether or not the devs would like some control over a modding API and can feasibly put the resources into maintaining one, and less about whether or not the game will/should get mods.
https://www.reddit.com/r/TinyGladeMods/
Devs already gave mod creators what they wanted (reflection for most Resources, Components and Events) and after asking if theres more they can do for modders, the modders said they are fine for now. So..... they have all the insight they wanted.
Basically, just a case of not enough people wanna mod the game. sadly
I dont need the hassle that mods bring.
The game updates... The mods break and so does the save file.... The wonderful world of mods.
No thanks.