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About Kirlim

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  1. I believe that if things are properly separated, even for games that expect to grow up exponentially, data-in-code can be good deal, as it follows KISS and YAGNI. Overall, you can do small refactors and incrementally build a parser as needed. Of course, you'd lose time refactoring, but earn time in actually coding only the features you need (if ever). So, maybe, it might be a good way to go most of the times, as long as you don't already own/know a parser (which then you can just use it)
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