I m 试图在问题的第二个答案基础上在C++基数中建立一个简单的实体/组合系统:。 如何组织实体参加游戏?
现在,我想有一个静态的僵局:返回的地图(如果可能,甚至自动产生)。
我想的是:
PositionComponent *pos = systems[PositionComponent].instances[myEntityID];
实现这一目标的最佳途径是什么?
I m 试图在问题的第二个答案基础上在C++基数中建立一个简单的实体/组合系统:。 如何组织实体参加游戏?
现在,我想有一个静态的僵局:返回的地图(如果可能,甚至自动产生)。
我想的是:
PositionComponent *pos = systems[PositionComponent].instances[myEntityID];
实现这一目标的最佳途径是什么?
或许是这样吗?
std::map< std::type_info*, Something > systems;
然后,你可以做到:
Something sth = systems[ &typeid(PositionComponent) ];
出于好奇,我检查了该C++代码的组装编码。
#include <typeinfo>
#include <cstdio>
class Foo {
virtual ~Foo() {}
};
int main() {
printf("%p
", &typeid(Foo));
}
确切地说,这确实是固定的。 由海合会(无任何选择)输出的议会(已完成):
.globl _main
_main:
LFB27:
pushl %ebp
LCFI0:
movl %esp, %ebp
LCFI1:
pushl %ebx
LCFI2:
subl $20, %esp
LCFI3:
call L3
"L00000000001$pb":
L3:
popl %ebx
leal L__ZTI3Foo$non_lazy_ptr-"L00000000001$pb"(%ebx), %eax
movl (%eax), %eax
movl %eax, 4(%esp)
leal LC0-"L00000000001$pb"(%ebx), %eax
movl %eax, (%esp)
call _printf
movl $0, %eax
addl $20, %esp
popl %ebx
leave
ret
因此,它实际上必须读到<代码>L__ZTI3Foo$non_lazy_ptr<>/code>符号(如果说这并非不变的话——可能与其他汇编者备选办法或与其他汇编者一起使用,就是如此)。 因此,由于你节省了一段文字,因此,固定时间可能略为加快(如果汇编者在汇编时间看到常数)。
您应创建一些固定点(如POSITION_COMPONENT=1),然后将这些惯犯描绘成例子。
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