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Posted 18 November 2012 - 03:18 AM
Posted 18 November 2012 - 07:15 AM
If yes, where should the id be assigned. In the level file? Or it should be generated on runtime(this is the case I used before) .
Edited by nife87, 18 November 2012 - 07:18 AM.
Posted 19 November 2012 - 12:43 AM
How would you otherwise differentiate and cross-reference the different objects in a level file (or in any other saved form) if they do not have some sort of ID already?
Posted 19 November 2012 - 12:55 AM
- Shoud I implement an actor hierarchy and give an object unique ID?
- If yes, where should the id be assigned. In the level file? Or it should be generated on runtime(this is the case I used before) .
- I use the ID's to synchronize between the separate threads(or just subsystems. Not all systems have own threads). However almost every system has a copy of the actor(Renderer is keeping a scene node representing the actor, Physics is keeping a rigid body for example).
- What will happen if I try to implement a multiplayer open world game and I need to load the the object(actors) continuously over time?
Posted 19 November 2012 - 01:33 AM
I'm actually coding an game. However I need an engine for it. I have already got list of features which I will need for the game and nothing more. I had the problem of overengineering thats why it is called Round 2. However this is not a feature its is actually the core of the engine.
There's no "if". Don't write an engine. Write a game. That said, your game will have requirements. Is this scenario a requirement or not? For personal experience I can tell you that overengineering will get you nowhere in 99% of the cases.