Re:The IDE as a value
by reitzensteinm on Friday January 25, 2013 @03:07PM
(#5117345)
Though, if anyone's actually interested in coding a game in this style in Unity3D, I would heavily recommend against using Unity Components directly if you're at all concerned about performance and code clarity.
Instead, have one MonoBehavior and a base properties class which you can delegate your events to (usually only a half dozen). That way you're not relying on undefined behavior on the Unity side, and you can, eg, new and clone properties without issue.
I use something similar for Under the Ocean (http://www.underthegarden.com), which has to deal in worst case with hundreds of objects with potentially tens of behaviors that cannot be known ahead of time.
The system works damn well - for my type of game, perhaps it's the only way to do it. But performance is forever a concern. Monobehaviors are nice (eg, you can edit its variables in the editor), but they're heavy weight.
Instead, have one MonoBehavior and a base properties class which you can delegate your events to (usually only a half dozen). That way you're not relying on undefined behavior on the Unity side, and you can, eg, new and clone properties without issue.
I use something similar for Under the Ocean (http://www.underthegarden.com), which has to deal in worst case with hundreds of objects with potentially tens of behaviors that cannot be known ahead of time.
The system works damn well - for my type of game, perhaps it's the only way to do it. But performance is forever a concern. Monobehaviors are nice (eg, you can edit its variables in the editor), but they're heavy weight.