Example of DOD design (on a generic Zombie game)
- by Jeffrey
I can't seem to find a nice explanation of the Data Oriented Design for a generic zombie game (it's just an example, pretty common example).
Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good?
Zombie list class:
class ZombieList {
GLuint vbo; // generic zombie vertex model
std::vector<color>; // object default color
std::vector<texture>; // objects textures
std::vector<vector3D>; // objects positions
public:
unsigned int create(); // return object id
void move(unsigned int objId, vector3D offset);
void rotate(unsigned int objId, float angle);
void setColor(unsigned int objId, color c);
void setPosition(unsigned int objId, color c);
void setTexture(unsigned int, unsigned int);
...
void update(Player*); // move towards player, attack if near
}
Example:
Player p;
Zombielist zl;
unsigned int first = zl.create();
zl.setPosition(first, vector3D(50, 50));
zl.setTexture(first, texture("zombie1.png"));
...
while (running) { // main loop
...
zl.update(&p);
zl.draw(); // draw every zombie
}
Or would creating a generic World container that contains every action from bite(zombieId, playerId) to moveTo(playerId, vector) to createPlayer() to shoot(playerId, vector) to face(radians)/face(vector); and contains:
std::vector<zombie>
std::vector<player>
...
std::vector<mapchunk>
...
std::vector<vbobufferid> player_run_animation;
...
be a good example?
Whats the proper way to organize a game with DOD?