Data driven GameObject class
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- Orc Shaman
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Data driven GameObject class
Hello. I've been thinking of creating a generic gameObject class that contains some data members such as - mesh, controller, rigidBody, etc but I wanted to ask if this is the best way to add objects to my game. Are there any cons to this approach? Thanks for any replies..
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Re: Data driven GameObject class
I'm not sure if you're looking at defining more "types" or more "instances" of objects to your game, but I'll take a stab at it.
I've used a generic game object with inheritance for more specific objects and also the entity component model, both have there pluses and minues. An important I found (regardless of component or inheritance) was to script the definitions of the objects. Then, you're not hard-coding object parameters and having to re-compile. And it's just plain easy to add additional entity types.
I have my own scripting system to do this, but really got some ideas from this simple parser on the Ogre wiki here.
I've used a generic game object with inheritance for more specific objects and also the entity component model, both have there pluses and minues. An important I found (regardless of component or inheritance) was to script the definitions of the objects. Then, you're not hard-coding object parameters and having to re-compile. And it's just plain easy to add additional entity types.
I have my own scripting system to do this, but really got some ideas from this simple parser on the Ogre wiki here.