[DGD] Re: Substituting LWOs for persistent objects
Shentino
shentino at gmail.com
Wed Dec 20 21:13:11 CET 2006
Maybe you could write a transparent "PO <-> LWO" converter that would
convert an object between PO and LWO as needed. Sorta like it
automagically decompressing. Would make things a bit easier to manage
if this "LWO vs PO" thing were hidden behind an interface or API.
I agree that POs should be the only containers. Otherwise, and
especially if objects had an "environment" type variable, you'd have
two LWO's competing for the same LWO, and the parent LWO itself could
get split (I'm assuming that POs and LWOs are the same wrt. types like
arrays and mappings and LWO's).
One way to unambiguously any object in a hierarchy is with a path.
Guarantee that all valid game objects can trace their containment
upward to a fixed root, and that no two sibling objects share the same
ID, and you can guarantee a 1:1 correspondence between paths and
objects, with no ambiguity. Sorta like a filesystem without hard
links.
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