RTTI (Run-Time Type Information) can be a powerful tool in game development, especially for entity systems.
However, it's important to use it judiciously due to potential performance implications. Let's explore some best practices for using RTTI in game entity systems:
RTTI operations can be relatively slow, especially in performance-critical sections of game code. Be mindful of where and how often you're using RTTI.
class GameObject {
public:
virtual ~GameObject() = default;
// Other common GameObject methods...
};
class Player : public GameObject {
// Player-specific methods and data...
};
class Enemy : public GameObject {
// Enemy-specific methods and data...
};
// Avoid this in performance-critical code
void UpdateGameObject(GameObject* obj) {
// RTTI operation, potentially slow
if (dynamic_cast<Player*>(obj)) {
// Update player
} else if (dynamic_cast<Enemy*>(obj)) {
// Update enemy
}
}
Instead of relying on RTTI, consider using type enums or IDs. This is often faster and gives you more control:
enum class GameObjectType {
Player, Enemy, Projectile
};
class GameObject {
public:
virtual ~GameObject() = default;
virtual GameObjectType GetType() const = 0;
// Other common GameObject methods...
};
class Player : public GameObject {
public:
GameObjectType GetType() const override {
return GameObjectType::Player;
}
// Player-specific methods and data...
};
// This is typically faster than using dynamic_cast
void UpdateGameObject(GameObject* obj) {
switch (obj->GetType()) {
case GameObjectType::Player:
// Update player
break;
case GameObjectType::Enemy:
// Update enemy
break;
// ...
}
}
Consider using a component-based design, which can often eliminate the need for RTTI:
#include <memory>
#include <vector>
class Component {
public:
virtual ~Component() = default;
virtual void Update() = 0;
};
class PhysicsComponent : public Component {
public:
void Update() override {
// Update physics
}
};
class RenderComponent : public Component {
public:
void Update() override {
// Update rendering
}
};
class GameObject {
public:
void AddComponent(
std::unique_ptr<Component> component
) {
components_.push_back(std::move(component));
}
void Update() {
for (auto& component : components_) {
component->Update();
}
}
private:
std::vector<std::unique_ptr<Component>> components_;
};
RTTI can be very useful for debug features, logging, or development tools. Consider enabling it only in debug builds:
#ifdef _DEBUG
void DebugPrintObjectInfo(const GameObject* obj) {
std::cout << "Object type: "
<< typeid(*obj).name() << "\n";
}
#endif
For maximum control and performance, consider implementing a custom RTTI system:
#include <cstdint>
class GameObject {
public:
virtual ~GameObject() = default;
virtual uint32_t GetTypeId() const = 0;
template <typename T>
bool Is() const {
return GetTypeId() == T::StaticTypeId();
}
template <typename T>
T* As() {
return Is<T>() ? static_cast<T*>(this)
: nullptr;
}
};
#define DECLARE_GAME_OBJECT_TYPE(TypeName) \
static uint32_t StaticTypeId() { \
static const uint32_t id = GetNextTypeId(); \
return id; \
} \
uint32_t GetTypeId() const override { \
return StaticTypeId(); \
}
class Player : public GameObject {
public:
DECLARE_GAME_OBJECT_TYPE(Player)
// Player-specific methods and data...
};
int main() {
GameObject* obj = GetSomeGameObject();
if (obj->Is<Player>()) {
Player* player = obj->As<Player>();
// Use player...
}
}
For complex hierarchies, consider the Visitor pattern as an alternative to RTTI:
#include <vector>
class GameObject;
class Player;
class Enemy;
class GameObjectVisitor {
public:
virtual void Visit(Player& player) = 0;
virtual void Visit(Enemy& enemy) = 0;
// Other Visit methods...
};
class GameObject {
public:
virtual ~GameObject() = default;
virtual void Accept(GameObjectVisitor& visitor) = 0;
};
class Player : public GameObject {
public:
void Accept(GameObjectVisitor& visitor) override {
visitor.Visit(*this);
}
};
class UpdateVisitor : public GameObjectVisitor {
public:
void Visit(Player& player) override {
// Update player
}
void Visit(Enemy& enemy) override {
// Update enemy
}
};
int main() {
UpdateVisitor updater;
// Collection of objects in our game
std::vector<GameObject*> gameObjects;
// Update everything
for (auto& obj : gameObjects) {
obj->Accept(updater);
}
}
Remember, the best approach depends on your specific needs, performance requirements, and the complexity of your game. Always profile your code to ensure that your chosen method meets your performance targets.
Answers to questions are automatically generated and may not have been reviewed.
typeid()
Learn to identify and react to object types at runtime using RTTI, dynamic casting and the typeid()
operator