Timeline for Composing Game Metrics
Current License: CC BY-SA 4.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Feb 13, 2019 at 21:28 | comment | added | Darin Beaudreau | Yeah, I just liked the idea of bit flags because it seemed elegant and efficient. I guess I'll go with this, as it's probably the best solution. | |
| Feb 13, 2019 at 18:30 | comment | added | Delioth | @DarinBeaudreau I mean, this is definitely better than flipping bits on a Long. With the long, you can only have 64 flags (since it's 64 bits), shared between "weapon types", "enemy types", "player", and "event types" (probably among others). With subclasses of MetricEvents, you break out event types into their own chunks - and can add new types of MetricEvents at any time without worrying about conflicting with existing things. And it's way easier to work with than a collection of bits. | |
| Feb 12, 2019 at 16:41 | vote | accept | Darin Beaudreau | ||
| Feb 12, 2019 at 16:34 | comment | added | Philipp | @DarinBeaudreau That's great, because due to the flexibility of object-oriented designs you can easily add more kinds of events later and process them all with the same manager-class. | |
| Feb 12, 2019 at 16:31 | comment | added | Darin Beaudreau | I'll have to come up with a list of all the possible events that can be created to see if this is a good solution or not. The "KillEvent" idea can encompass quite a bit, but I haven't even decided on all the different achievements I'll have. | |
| Feb 12, 2019 at 15:32 | history | answered | Philipp | CC BY-SA 4.0 |