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To be discussed in meeting, feel free to leave opinions here.
Everything below is just opinion
The idea is that all Elements we have in a running game, object, polls, scripts, mission, bullets. Maybe even WorldLogic, ... Share the same baseclass: GameElement.
This class
provides improved handle()s ([Handle] use internal invalidateOnDelete #518) of every type the element can by dynamic_cast'ed to. So you can do ship.handle< WorldObjec >() and ship.handle< Ship >, but ship.handle< Script > will fail
is derived from Scriptable (if the WorldComponents do NOT have this as a baseclass)
has a flag to request its removal
has a reference to game
All instances are owned by the World, which:
update()s all elements
removes elements who request this. no remove* method will ever break an iterator
WorldComponents such as the WorldLogic or MissionSystem are just the interface to add Elements to the World and perform special operations.
to be continued
The text was updated successfully, but these errors were encountered:
To be discussed in meeting, feel free to leave opinions here.
Everything below is just opinion
The idea is that all Elements we have in a running game, object, polls, scripts, mission, bullets. Maybe even WorldLogic, ... Share the same baseclass: GameElement.
This class
All instances are owned by the World, which:
WorldComponents such as the WorldLogic or MissionSystem are just the interface to add Elements to the World and perform special operations.
to be continued
The text was updated successfully, but these errors were encountered: