Changing EntityStateT for flexibility
Posted: 2012-02-27, 13:09
Hi @ll,
I was reading through the code and I thought if it would be helpful to change the engine code to make the EntityStateT independent from the Engine. Every game has other Options and so it makes not very much sense to hardcode the EntityStateT Options into the Engine code.
So i thought about changing the server code to recognize the members of EntityStateT by itself.
The other Idea is to create an extra class with the Options of EntityStateT, so the Server and Client may call specific methods is used (e.g. changing the health is calling the class). This may help to e.g. auto-assign the Field masks.
Do you have any ideas of a best practice with this?
Thanks alot!
I was reading through the code and I thought if it would be helpful to change the engine code to make the EntityStateT independent from the Engine. Every game has other Options and so it makes not very much sense to hardcode the EntityStateT Options into the Engine code.
So i thought about changing the server code to recognize the members of EntityStateT by itself.
The other Idea is to create an extra class with the Options of EntityStateT, so the Server and Client may call specific methods is used (e.g. changing the health is calling the class). This may help to e.g. auto-assign the Field masks.
Do you have any ideas of a best practice with this?
Thanks alot!