Implement the Core #2
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#4 Choosing a Scripting Language
Atlas/Atlas-Launcher
#5 Implement a Virtual File System
Atlas/Atlas-Launcher
#6 Implement File System Features Into the Script Language
Atlas/Atlas-Launcher
#7 Implement Wiimm's SZS Tools Into the Script Language
Atlas/Atlas-Launcher
#9 Input and Output of the Patcher
Atlas/Atlas-Launcher
Reference: Atlas/Atlas-Launcher#2
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Core Features and Relations
The core of the Atlas launcher shall be as flexible as possible, while staying safe so that anybody can write mods with it as simply as possible while any players can download a mod and install it without being concerned with potential security risk, while being able to configure as much as they want the configuration of the mod.
The base idea behind that is implement a special engine thanks to an already existing script language that support sand-boxing and low-level programming, to which we will add safe and required features to modify the game's files as easily as possible, while staying in control of everything.
Assets will be available to the engine thanks to a virtual file system in which the game's files and the mods assets will be mounted, allowing for the modder to manipulate both kind of files similarly to a normal file system, with a simple security layer added.
Coreto Implement the Core