I'm a fan of ECS, not too difficult to roll your own. Doesn't rely on any
fancy types.
On Jan 5, 2017 9:50 AM, "Martin Cerny" wrote:
Hi Andrew,
I don't think there are any direct obstacles to doing the same with
extensible records, but I think extensible records also have no advantages,
produce
Hi Andrew,
I don't think there are any direct obstacles to doing the same with
extensible records, but I think extensible records also have no advantages,
produce code that is IMHO slightly harder to read, and could introduce some
problems in larger codebases.
Note that OOP game engines I've w
Martin are there any pros/cons to using extensible records for the game
entities? i.e closer conceptually to an OOP model where an entity might
inherit Collision/Physics properties from a common base class?
Andrew
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Hi,
I think, you will need to deviate quite a lot from a typical way this would
be structured in an OOP language. It is also woth noting that for a 2D
physics-based game, immutable data structures will incur performance
penalties that may not be acceptable if your game is more demanding.
Rememb