Paperworld 3D
PaperWorld is many things - it lets you create multi-user applications, yes, but it also gives you the tools to create large games, quickly, localise them to a particular language or region, and manage everything in your workflow - so your designers don’t need to code, and your coders don’t need to design, and anyone with a basic knowledge of xml can edit a config file and setup or edit a game quickly without having to recompile and deploy.
So how does it do all this?
The basic building block of a PaperWorld application is the module - A module is made up of a set of files (referred to as ‘components’ in PW3D) - each of which has a specific purpose.
By creating these files and putting them into a convenient directory you can load them when you need them as a single block - PaperWorld takes care of the heavy lifting - you just list the modules that are needed for a game and PaperWorld takes care of it all for you.
Each module has its own conf.xml file, which describes all the files that it contains. When you tell PaperWorld3D you want to load a particular module it loads this xml file and then loads each component of the module that’s listed, so when the module is ready all the contents of these files are available to you.
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