Skip to main content
added 53 characters in body
Source Link
Andrei Rost
  • 195
  • 1
  • 10
  1. Question: Should I replace the simple Entity = size_t, with an Object Entity? This would improve type safety but would also reduce speed and increase complexity, since now every call to get the Entity's ID would be through the interface of the object.
  2. Problem: This design does not adhere to the dependecy inversion principle, because SystemContext, which is a high-level object, is exported to the Systems (which are low-level). Normally, this would be solved by using interfaces, but not here, because the SystemCotext object consits of templated methods, which cannot be virtual. However, I do not think this is a mark of bad design becuase the DIP is just a principle, not a hard-rule.
  1. Question: Should I replace the simple Entity = size_t, with an Object Entity? This would improve type safety but would also reduce speed and increase complexity, since now every call to get the Entity's ID would be through the interface of the object.
  2. Problem: This design does not adhere to the dependecy inversion principle, because SystemContext, which is a high-level object, is exported to the Systems (which are low-level). Normally, this would be solved by using interfaces, but not here, because the SystemCotext object consits of templated methods, which cannot be virtual. However, I do not think this is a mark of bad design.
  1. Question: Should I replace the simple Entity = size_t, with an Object Entity? This would improve type safety but would also reduce speed and increase complexity, since now every call to get the Entity's ID would be through the interface of the object.
  2. Problem: This design does not adhere to the dependecy inversion principle, because SystemContext, which is a high-level object, is exported to the Systems (which are low-level). Normally, this would be solved by using interfaces, but not here, because the SystemCotext object consits of templated methods, which cannot be virtual. However, I do not think this is a mark of bad design becuase the DIP is just a principle, not a hard-rule.
added 20 characters in body
Source Link
Andrei Rost
  • 195
  • 1
  • 10

I'm a novicenew to C++ programmerso please take me easy :) I am currently working on a low-level game engine using C++, OpenGL, and GLFW.GLFW; I've implemented the Event System and the Input Manager, which you can check out here: Improved Event System & InputManager Using C++.

I'm a novice C++ programmer currently working on a low-level game engine using C++, OpenGL, and GLFW. I've implemented the Event System and the Input Manager, which you can check out here: Improved Event System & InputManager Using C++.

I'm a new to C++ so please take me easy :) I am currently working on a low-level game engine using C++, OpenGL, and GLFW; I've implemented the Event System and the Input Manager, which you can check out here: Improved Event System & InputManager Using C++.

added 2 characters in body
Source Link
Andrei Rost
  • 195
  • 1
  • 10

I'm a novice C++ programmer currently working on a low-level game engine using C++, OpenGL, and GLFW. I've implemented anthe Event System and anthe Input Manager, which you can check out here: Improved Event System & InputManager Using C++.

I'm a novice C++ programmer currently working on a low-level game engine using C++, OpenGL, and GLFW. I've implemented an Event System and an Input Manager, which you can check out here: Improved Event System & InputManager Using C++.

I'm a novice C++ programmer currently working on a low-level game engine using C++, OpenGL, and GLFW. I've implemented the Event System and the Input Manager, which you can check out here: Improved Event System & InputManager Using C++.

added 92 characters in body
Source Link
Andrei Rost
  • 195
  • 1
  • 10
Loading
Source Link
Andrei Rost
  • 195
  • 1
  • 10
Loading