I used something like that in my old prototypes. Can't say this is necessarily faster in all given cases, but its definitely a good approach for general project architecture. Will you be making a mini-map video some time?
Yea, will do one, I will probabilly try to re-use the textures from the fog of war as well, might also do a shader to do those units dots you see with enemy and friendly units on older games, maybe some type of event alert system with icons as well, I am atm re-working a lot of things on my project with the idea of AI implementation, will do an update video before that with all the changes,
Noted, this video will applied when I finish the AI work and post a video about it, basically you want to avoid if possible, to check if variables exist inside a object or if they are of a given type, instead the idea is to just execute code based on the attributes of the object, not worrying if they have or not a given variable. And to do that you have to build structures and organize everything neatly, not leaving room for unexpected things to be executed, for an RTS this is seems to be the best way of executing code in a faster way, this of course depends on how a developer wants to organize their project as well.
I used something like that in my old prototypes. Can't say this is necessarily faster in all given cases, but its definitely a good approach for general project architecture. Will you be making a mini-map video some time?
Yea, will do one, I will probabilly try to re-use the textures from the fog of war as well, might also do a shader to do those units dots you see with enemy and friendly units on older games, maybe some type of event alert system with icons as well, I am atm re-working a lot of things on my project with the idea of AI implementation, will do an update video before that with all the changes,
A little bit code example would ve helpful to understand
Noted, this video will applied when I finish the AI work and post a video about it, basically you want to avoid if possible, to check if variables exist inside a object or if they are of a given type, instead the idea is to just execute code based on the attributes of the object, not worrying if they have or not a given variable. And to do that you have to build structures and organize everything neatly, not leaving room for unexpected things to be executed, for an RTS this is seems to be the best way of executing code in a faster way, this of course depends on how a developer wants to organize their project as well.