On Monday, 1 July 2013 at 12:16:50 UTC, bearophile wrote:
Roderick Gibson:

auto entities = new Entities();
auto entity_id = entities.createEntity();
entities.addComponent!(position)(entity_id, pos);
entities.addComponent!(movement)(entity_id, mov);
entities.addComponent!(collision)(entity_id, col);
auto physics_data = entities.getEntitiesWithComponents!(position, movement, collision)();

The two big requirements are some kind of regular, queryable structure to hold the components (of different types), and the ability to filter by type. Is anything like that remotely possible?

If the possible types are know, then there's std.variant.Algebraic, otherwise there is a free Variant or VariantN. They are not perfect, but maybe they are good enough for you.

Bye,
bearophile

Variant is a possiblity. How is the performance with large containers of these, since these structures will likely hold the majority of the data in the game?

Waiting for multiple "alias this" ??
And opDispatch to respond to unimplemented components.

I'm not sure what you mean by this.

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