mirlix wrote:Do you use message too? I really like the combination of Compoents and messages, its quit powerfull i think.
KungFooMasta wrote:This could also be done by asking the GameObject owner for a particular Component, dynamic cast it and use it directly, right?
KungFooMasta wrote:Thanks for the replies. I'm surprised to find so few implementing this idea, I've seen it mentioned in a few online articles, and GPU Gems 5 and 6. (I don't own the books, so I couldn't read them in depth, unfortunately)
It looks like he forgot or doesnt know about the concept of an interface by looking at the "TRADITIONAL DEEP HIERARCHIES" part in his article, the rest is based on that error.
KungFooMasta wrote:It looks like he forgot or doesnt know about the concept of an interface by looking at the "TRADITIONAL DEEP HIERARCHIES" part in his article, the rest is based on that error.
Can you elaborate? The problem is not interface... that specifies the way a user can access and use a particular object. The problem is that the traditional heirarchy approach tries to save on coding by creating classes that share functionality. But later on you come across entity objects that have common traits with different entity objects, and then suddenly you have multiple inheritance everywhere, and your classes become bloated and hard to maintain.
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