Re: Data oriented programming
OvermindDL1 <[email protected]> Thu, 7 Oct 2010 19:11:42 -0600
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
On Thu, Oct 7, 2010 at 3:54 AM, Gabriel Sassone <[email protected]> wrote: > /* snip */ Slightly back on to topic, data oriented programming, I know what most of it means anyway and I do use it in some specific areas, but I am curious, a common use-case for a game: Class hierarchy: GameObject Actor Pawn PlayerPawn Vehicle Wheeled Tracked Flying Controller PlayerController AIController MonsterController I am not certain how to properly get functionality over to a data-oriented model. Just for the sake of ease-of-use argument, the best way might be a component system? But it seems that no matter how I think of data usage, sometimes I will need, for example, the positions with the force descriptions, or I might need positions with the renderer, or I might need the force descriptions with the input to each model (and how do you model an input system based on events, such as you have a list of events and based on what they are they need to modify the structures of one thing per event, with possible multiple events per thing, or maybe zero). I have done quite a bit of looking on Google for any articles or tutorials that anyone may have done to convert a traditionally C++/Java-style OO hierarchy into a data-oriented or so setup for maximal speed, does anyone know of one? _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com