Reflective Factory Design
That looks like THE BEST way to manage all your Scene_Objects, it looks ultimately complex and Object Oriented to the 100% MAX the language can go....
Is there anyone out there who can turn this article into a tutorial of some sort?
The problem I have come across in my Game Engine is that I have to dynamically allocate objects into memory during runtime...
For instance, if I click the build button on Worker A, to build, lets say a barracks, I have a Barracks object defined, but I need to create a new instance of that barracks object Right then and there on the fly.
Thats where the Reflective Factory Design comes in... It is essentially a Class Factory.. (during runtime!)
Is there anyone out there that can give a brief explanation of how the syntax of the whole thing works? I know the code has documentation, but it seems hard to follow. (Maybe I'm just a noob)
Anyone willing to tackle this beast of a question?