From f50c78234875d33a1d35b6d45e6bb15e8d16311c Mon Sep 17 00:00:00 2001 From: Sander Bos <32989873+MyNameIsTrez@users.noreply.github.com> Date: Sat, 22 Feb 2025 14:06:09 +0100 Subject: [PATCH] Update 2024-02-29-creating-the-perfect-modding-language.md --- _posts/2024-02-29-creating-the-perfect-modding-language.md | 2 -- 1 file changed, 2 deletions(-) diff --git a/_posts/2024-02-29-creating-the-perfect-modding-language.md b/_posts/2024-02-29-creating-the-perfect-modding-language.md index 222570a..b56fd23 100644 --- a/_posts/2024-02-29-creating-the-perfect-modding-language.md +++ b/_posts/2024-02-29-creating-the-perfect-modding-language.md @@ -140,8 +140,6 @@ In a nutshell, the game developer: So the game might have a `Gun` class, and the modified mod might up the firerate of the gun, and have a different `on_fire` function. -The "How a game developer might use grug" section of this blog post shows an example of how grug can be used by a game written in C. - ## Runtime error handling Every possible runtime crash in a grug file is caught.