thanks,
what I'm getting from this is if possible make your own system to save space.
But is there a computational overhead from using the C++ built in or is it essentially what's explained here:
http://www.altdevblo...type-id-is-fun/
I don't mind a little memory overhead (as long as in a general gaming environment it won't cause manic resource munching.
Slightly related, what would be a good practice for making sure all objects derived from entity get an ID at both Compile and runtime? I intend to use such ID's (as well as a parameter list defined per interface and object) in a level layout allowing simple storing for level editors.
An automated system would be beneficial as I intend users of the engine to include their own actors in libraries, so if automated its 1 less thing to ask of the users (who for a time will be myself and my team, so going non-automated would be okay as a short-term solution)
EDIT: just noticed antheus's post.
I'm not getting the conclusion of your post, if aiming for simple flexibility RTTI but if aiming for performance flexibility work your way around it? thats what I'm getting but I'm more than likely wrong, would you care to elaborate?
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#1bombshell93
Posted 09 April 2012 - 02:50 PM
thanks,
what I'm getting from this is if possible make your own system to save space.
But is there a computational overhead from using the C++ built in or is it essentially what's explained here:
http://www.altdevblogaday.com/2011/10/10/making-your-own-type-id-is-fun/
I don't mind a little memory overhead (as long as in a general gaming environment it won't cause manic resource munching.
Slightly related, what would be a good practice for making sure all objects derived from entity get an ID at both Compile and runtime? I intend to use such ID's (as well as a parameter list defined per interface and object) in a level layout allowing simple storing for level editors.
An automated system would be beneficial as I intend users of the engine to include their own actors in libraries, so if automated its 1 less thing to ask of the users (who for a time will be myself and my team, so going non-automated would be okay as a short-term solution)
what I'm getting from this is if possible make your own system to save space.
But is there a computational overhead from using the C++ built in or is it essentially what's explained here:
http://www.altdevblogaday.com/2011/10/10/making-your-own-type-id-is-fun/
I don't mind a little memory overhead (as long as in a general gaming environment it won't cause manic resource munching.
Slightly related, what would be a good practice for making sure all objects derived from entity get an ID at both Compile and runtime? I intend to use such ID's (as well as a parameter list defined per interface and object) in a level layout allowing simple storing for level editors.
An automated system would be beneficial as I intend users of the engine to include their own actors in libraries, so if automated its 1 less thing to ask of the users (who for a time will be myself and my team, so going non-automated would be okay as a short-term solution)