I'm starting to work on an entity hierarchy system. A base entity class and all the other classes inherited from that class. After I've learned how to do that I'm going to read up on a component based system.
So I'm wondering, has anyone done this before? And what functionality should the classes have?
I mean, what functionality should the base entity have, the Static entity class, the moveable class, etc.
Obviously that depends on your game. Add functionality as you need it.
It's more like a 2d platformer game
[QUOTE=AtomiCol;17759149]I'm starting to work on an entity hierarchy system. A base entity class and all the other classes inherited from that class. After I've learned how to do that I'm going to read up on a component based system.
So I'm wondering, has anyone done this before? And what functionality should the classes have?
I mean, what functionality should the base entity have, the Static entity class, the moveable class, etc.[/QUOTE]
The question is - what functionality do you REALLY want to gain from inheriting from a base class. An are you REALLY going to use this functionality...
You should also read up on the disadvantages of inheritance.
I know it's not very efficient. But I want to learn how to do it before I move on to something else.
[QUOTE=AtomiCol;17759351]It's more like a 2d platformer game[/QUOTE]
2D platformer is more of a genre. My point is that only you can decide what kind of functionality each part of the hierarchy will have. "Entity class hierarchy" is merely a model, not a recipe.
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