#Seeking Examples for ModuleScript-Based Architecture

1 messages · Page 1 of 1 (latest)

stuck hawk
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Hey guys! I’m pretty comfortable with OOP (Object-Oriented Programming) already, but now I’m trying to learn more about ModuleScript-Based Architecture.

Does anyone have some example/ open-source projects or screenshot of your system using this style? I’m curious how you guys actually organize and run these ModuleScripts for different features (like the one in my screenshot). I want to see the best way to structure everything so it doesn't get messy as the game grows. Thanks! (Image from DevForum)

tender karma
stuck hawk
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Yeah, kinda
I just want to see how anyone implement any feature/system using this format, like State Machine

fossil solar
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I build nearly everything modularly until it requires constant runtime overhead or it can no longer be recognized by Luau's shitty IDE and generics as being typed, at which point I warp my desk into splinters with my bare hands.

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So if you want to use the magic module to require the smaller ones, fine. If you want to be able to choose at runtime and still have type generics, you're either going to have to use the sub.. modules directly or buy a new desk.