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Property tag or id system in the editor


YouGroove
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For example ennemies can have same id or tags : "ennemiesGroup1", a trap could have that id "trap1", a projectile would have "Ball1" etc ...

 

So when making real game , we actually we code a lot :

self.entity:SetKeyValue("type","player")

 

Why not proposing some "tag" or "id" for entities we could enter on the editor direclty ?

For the level each new entered tag name , and LE3 editor would dynamically re construct the tag list available for the level map.

This way when you duplicate some NPC on the list you can choose some existing tag like "NPC" or enter new name if you need some other tag.

 

 

And by code we could retrieve it by : self.Entity:getId () or getTag()

Or when needed for example on spawning system : self.Entity:SetId("npc")

 

This would bring better workflow, setting tag or id in the editor directly as this is a properties you will always use when you create a game.

Stop toying and make games

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Ogre3D does something like that, the general consensus is that in theory it's a good idea, but in practice is is horrible for performance.

 

http://www.ogre3d.org/forums/viewtopic.php?f=4&t=75131&sid=85e176a1b22a0d0649a63766d2dc7cfc

 

I hope it's ok to link there as ogre3d is not a competitor (it's a opensource rendering engine, not a game engine )

System:

Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k

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No, not such complicated system, keep it simple as possible and this has nothing to do with ogre, the idea is more from Unity workflow.

The tag thing would just be some string variable stored in the entity object nothing else laugh.png

 

I could have two goblins with tag : "team1" and others two with tag "team2" , a simple string stored in object entity.

This would just be something to help to manage things you need to tag.

Like floor objects would have the tag "floor" and walls would have the tag "wall" , usefull to know with what type of object the player collides so manage easy what moves he can do.

 

It's faster to input tag "floor" on some model in the editor that takes one second

than standard painfull workflow that is to make and attach a script to each entity and code SetType.

Stop toying and make games

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