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    • By Loosearmy
      Concept for Delayed Shots in a Fast Paced Shooter
      The base for this concept is that with each click or trigger pull there is a X-second delay before the gun would actually fire. This would make it alot more difficult to time shots and could create unique design elements that would cater to this delay. (i.e sharp corners and hallways where it would be hard to time when to click in such a tight enclosed space). Ive had this concept for a minute and i know we could code it to work but my main concern with this is, would it be a good design choice?
    • By mujina
      What could be a way of avoiding using inheritance and virtual methods when designing components for an entity-component-system?
      I'll be more specific about my design issue:
      I currently have different classes for different kinds of colliders (let's say, CircleCollider and LineCollider).
      My system that checks for collisions and updates the positions and/or velocities of my entities should be something like:
      for entity_i in alive_entities { collider_i = get_collider_of_entity(entity_i) // components of same kind are stored contiguously in separate arrays transform_i = get_transform_of_entity(entity_i) for entity_j in alive_entities { collider_j = get_collider_of_entity(entity_j) transform_j = get_transform_of_entity(entity_j) if check_collision(collider_i, collider_j) { update(transform_i) update(transform_j) } } } my problem is that I don't have a generic `get_collider_of_entity` function, but rather a function `get_circle_collider_of_entity` and a separate one `get_line_collider_of_entity`, and so on. (This happens because under the hood I am keeping a mapping (entity_id -> [transform_id, sprite_id, circle_collider_id, line_collider_id, ...]) that tells me whether an entity is using certain kinds of components and which are the indices of those components in the arrays containing the actual components instances. As you can see, each component class is corresponding to a unique index, namely the index position of the array of the mapping described above. For example, transforms are 0, sprites are 1, circle colliders are 2, line colliders are 3, and so on.)
      I am in need to write a system as the one in the snippet above. I can write several overloaded `check_collision` functions that implement the logic for collision detection between different kinds of geometric primitives, but my problem is that I am not sure how to obtain a generic `get_collider_of_entity` function. I would need something that would get me the collider of an entity, regardless of whether the entity has a circle collider, a line collider, a square collider, etc.
      One solution could be to write a function that checks whether in my internal entity_id -> [components_ids] mapping a certain entity has a collider at any of the indices that correspond to colliders. For example, say that the indices related to the collider classes are indices 10 to 20, then my function would do
      get_collider_of_entity (entity_id) { for comp_type_id in 10..20{ if mapping[entity_id][comp_type_id] not null { return components_arrays[comp_type_id][entity_id] } } return null } This could turn out to be pretty slow, since I have to do a small search for every collider of every entity. Also, it may not be straightforward to handle returned types here. (I'm working with C++, and the first solution - that is not involving inheritance in any way - would be returning a std::variant<CircleCollider, LineCollider, ... all kinds of components>, since I would need to return something that could be of different types).
      Another solution could be having some inheritance among components, e.g. all specific component classes inherit from a base Collider, and overrride some virtual `collide_with(const Collider& other)` method. Then I would redesign my mapping to probably reserve just one index for colliders, and then I would actual colliders in a polymorphic array of pointers to colliders, instead of having a separate array for CircleColliders, another for LineColliders, and so on. But this would destroy any attempt to be cache-friendly in my design, wouldn't it? That's why I am looking for alternatives.
      A third alternative would be to just have a single, only, Collider class. That would internally store the "actual type" ( aka what kind of collider it is ) with dynamic information (like an enum ColliderType). Then I would have all colliders have all members needed by any kind of colliders, and specific collision detection functions which I can dispatch dynamically that only use some of that data. (Practical example: a "Collider" would have a radius, and the coordinate for 2 points, and in case its type was "circle" it would only make use of the radius and of one of the 2 points - used as the center -, while if it was a "segment" it would only make use of the 2 points). My gut feeling is that this would bloat all colliders, and, even if the bloat could be reduced - using unions in some smart way for storing members? I wouldn't know how -, then still the design would be pretty brittle.
      I'm clueless and open for ideas and advice! How do you handle in general situations in which you have components that can be naturally modeled as subclasses of a more generic component class? Inheritance? Smart hacks with variants, templates, macros, custom indexing? Dynamic "internal" type?

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