• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Waterlimon

"Vector" of types? (compile time template)

2 posts in this topic

I was wondering, is it possible to make a list of types using template programming, with methods to iterate over them etc.?

 

Essentially im looking for an equivalent of a simple std container except for arbitrary types and defined at compile time.

 

I want to do compile time polymorphism.

 

Something like:

GameObjectContainer<Contained<Player, MAP>, Contained<Tree, VECTOR>> objects;
*For each type of game object i can define what kind of data structure is most suitable in a compact form. The non template alternative is manually defining these things within the game object container, as well as manually updating the objects.update() etc. to account for new containers to go through.

int index1=objects.add<Player>();
*Adds to MAP<Player>

int index2=objects.add<Tree>();
*Adds to VECTOR<Tree>

Player p=objects.get<Player>(index1);
*Accesses map


Tree t=object.get<Tree>(index2);
*Accesses vector


objects.update();
*Goes through both map and vector automatically, i never need to update how this method works.

As you can see this would be only to reduce the amount of code in well defined situations. How would i implements something like this in the cleanest way?

 

Is there a C++ object that can contain a list of types and has a for_each method that runs a lambda for each element (with each element being of different type, im not sure if lambdas work for this?)

 
 
 
0

Share this post


Link to post
Share on other sites
You need to read Alexandrescu's "Modern C++ Design." It's a little dated now (it was written to the 1997 C++ standard) but it will still work with modern compilers. It spend most of its bulk dealing with template typelists.
2

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0