I am thinking of doing the following to support an editor for my gameobject parameters.
Questions:
1. What is the memory/performance overhead when creating thousands of types?
2. What overhead is there for unused or uninitialized type fields? i.e. Is field memory allocated when the type instance is created even if the fields are unused?
3. Got a better idea?
I arrived at this after reading about DungeonSiege development and Data-Driven game design.
Thanks,
Type GO_paramInt; There are also a STR and Float version of GO_Params. field name$; The parameter's readable name like RemainingArmor or BlastRadius. field docText$; Appears as tooltip or parameter help text in an editor. field value%; the parameter. Field defaultValue%; a default if any. May remove this and just have it stored in the script file to be accessed as needed. end type
Questions:
1. What is the memory/performance overhead when creating thousands of types?
2. What overhead is there for unused or uninitialized type fields? i.e. Is field memory allocated when the type instance is created even if the fields are unused?
3. Got a better idea?
I arrived at this after reading about DungeonSiege development and Data-Driven game design.
Thanks,