Subject: Re: [boost] [Mixin] Some comments
From: Vicente J. Botet Escriba (vicente.botet_at_[hidden])
Date: 2015-01-11 19:07:45
Le 11/01/15 20:30, Matus Chochlik a Ã©crit :
> I'm not sure what Vincente's use case is, but in game engines the ECS
> *deliberately* places very few constraints on the components and how they
> can be combined in an entity. The idea is that the programmer does not have
> enough knowledge of what the content creators or modders will want to do
> and statically constraining the components too much requires complete
> recompilation every time a change is made in the game logic accessing the
> ECS which is undesirable for the original content creators and usually
> impossible for modders. Furthermore game engines very often support
> modification of the ECS through scripting which again could be hindered if
> constraints were placed on how the components are combined.
> These concerns IMHO apply also on other applications, like CAD/CAM, etc.
> using an ECS.
As I said I don't know nothing about the Games domain. It is more a
principle I want to follow, prefer compile-time check, then link time
and the run-time.
I understand the compile time concern, but I would prefer to have to
define the relations between the different type of my system, if
possible, at compile time.
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