Changes between Initial Version and Version 1 of Ticket #222


Ignore:
Timestamp:
Nov 23, 2008, 3:02:21 PM (16 years ago)
Author:
Jan Wassenberg
Comment:

Legend:

Unmodified
Added
Removed
Modified
  • Ticket #222 – Description

    initial v1  
    1616The requirement for the reaper is based on the assumption that entities are killed fairly high on the call stack, and the calling functions may still be wanting to do something with the entity. To detect when an entity is dead, we are already using an isDead flag. I figure this could be replaced with the standard weak_ptr isValid mechanism.
    1717
    18 Finally, the network ID. For practically limitless numbers of entities, we need a 32-bit counter that resets to zero each game. Entities store their number (which is what is serialized), and EntityManger needs a sparse mapping of ID -> HEntity (the new/old entity reference system).
     18Finally, the network ID. For practically limitless numbers of entities, we need a 32-bit counter that resets to zero each game. Entities store their number (which is what is serialized), and !EntityManager needs a sparse mapping of ID -> HEntity (the new/old entity reference system).
    1919
    2020This sounds like it would simplify things; a partial implementation is underway, but a few design questions remain to be hashed out (Philip and I will be discussing this shortly; any other input is welcome).