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by orillian
3721 days ago
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I just have one smallish question. Is the need to bench then add an actor the only way you "allow" transfer of children between parent actors? In similar systems that I have constructed in the past, I have used a number of methods for passing actors in different states. Pass a fully instantiated actor via a transfer process. Nothing changes for the actor, beyond reassigning parentage. Pass a cleaned actor via a similar process to the bench and add process. This was used to allow an actor to be reduced to a resting state as it were. In most cases you could think of it as a resurrection method that allowed discarded actors to be reinstated with only specified base properties in place. Anyway, I don't use Lua at all, but I like these type of actor messaging models. I look forward to reading through the rest of your documentation once it's done. O. |
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Currently, yes. Since this is sort of an entity component system and that actors can always create more children anytime they want, I suppose I just always assumed that actors could be "spun-up" with any sort of functionality and then deleted when not used.
Benching/Joining an actor is more for handling errors at runtime or for debugging ("If I temporarily remove this actor will it solve my issue?").