Subject: Re: [boost] [Mixin] Some comments
From: Klaim - JoÃ«l Lamotte (mjklaim_at_[hidden])
Date: 2015-01-12 04:53:17
On Mon, Jan 12, 2015 at 1:07 AM, Vicente J. Botet Escriba <
> 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.
It is not a game-domain-specific issue, you shouldn't focus on this.
It's useful as soon as you want to modelize a context where entites do not
all have the same properties
(physical, behavioral, etc.). It's even useful to replace inheritance when
modelizing a company employees.
Compile checks just goes half against the advantages of a component system:
- easy paralellize processing when possible;
- faster batch processing by type or for all component instances;
- easy runtime composition and extensibility;
Usually trying to call a function in a component which don't exist for an
entity will not do anything at all,
maybe report a warning or something.
You want to add a constraint. I'm not sure if it is:
1. All component types are checked at compile time see if they are
2. All component of an entity are checked at compile time see if they are
allowed and compatible.
I think both constraints can be added over a run-time checked component
I just never tried to do so but that must be an interesting exercise.
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