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3DModelerMan

Fast GUID generator

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I'm working on getting a better object ID system setup in my engine. I've got a basic counter that just keeps generating an ID one greater than the last one already, but what I need is some way of making sure that IDs are usable after being loaded from a file. I have a scene loader, and a prefab loader/object instantiater that both need to be able to generate globally unique IDs for all objects in their local hierarchies, but also retain their local links within the hierarchy. The reason for this is that my animation/cutscene system is going to have keyframes stored by ID. If anyone has experience with a system that works for this I'd be really happy if they could provide some advice.

Thanks.

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Thanks for the advice. I'm thinking so far that I'll probably avoid GUIDs. I thought that was how most engines did things, but if it's overkill for realtime I'm not gonna bother. What the IDs will be used most for is querying game objects by their ID. If an prefab file is loaded with internal ID links then I want to retain those links while also being able to reference objects globally. I also want to have the ability to use the IDs to refer to objects across the network. Would it be a good idea to just have the ID generator reserve IDs in blocks and then "patch" local hierarchies of object IDs at load time? So lets say I load a prefab with local IDs starting from one that are only unique local to the prefab. Then I take the root object of that prefab and generate the next global ID for it, and then just increment the local IDs further down the prefab's hierarchy so that they retain their offset from the prefab root. Are there any inherent problems with a method like that?

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Did you thought about hash of objects name? In all games I work on, we are using names hash for distinguish objects.

Names can be automatic eg. prefab name "sword", objects names: "sword 1", "sword 2" itd.

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I thought about that, but object names aren't guaranteed to be unique. It's possible for two guns that have children named "foregrip" or "clip" for example. I ended up settling on patching local IDs based on an offset from the root of the hierarchy. That way my local ID links are still meaningful as long as I know the ID of the hierarchy's root.

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I thought about that, but object names aren't guaranteed to be unique. It's possible for two guns that have children named "foregrip" or "clip" for example. I ended up settling on patching local IDs based on an offset from the root of the hierarchy. That way my local ID links are still meaningful as long as I know the ID of the hierarchy's root.

 

You can hash the whole hierarchy string eg.

prefab: "starship/wing/leftgun"

object: "starship 1/wing/leftgun", "starship 2/wing/leftgun", "starship 3/wing/leftgun"

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Oh... That's a good idea. It's so simple too... It's actually quite brilliant, I'll have to try that.

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