I took a little break and started my engine from the beginning. Well I didn't lose my time with the first engine. I can finally construct easily readable and extendable code. (And follow good design patters, + avoiding the bad ones). However I still lack of experience in game programming. The next step is building an actor hierarchy.
There was a close topic to this soon, but there was an stupid question about the addresses and everyone was writing just about this. 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).
However I was thinking about it. Is there another way of doing this. Is it just time consuming and doesn't give me anything back? 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? This means that I need to synchronize between the multiplayer clients, and still to generate new IDs. (I really have not thinked about the networking system).
Other ideas are for example to use text names for everything and "hash" them(not sure how to say this
So, whats your advice?






