Generic Event Manager for Game Engine
- Statut: Pending
- Prix: $30
- Propositions reçues: 2
- Gagnant: orphanwolf
Résumé du concours
I need an event manager for a game engine. This manager can be implement with observer pattern or you can find another elegant way to write it.
Events are not limited with just one word like "actionX", otherwise it will be very easy to implement with strings or const action numbers. This events can have parameters, like "moveRight,10" so it is possible to parse this to get "moveRight" action and "10" as the value. But parsing a string is a performance issue and string parser also need to know parameter count so that kind of solution is not preferred. Events can have their own function like "void moveRight(unsigned int value)", but this is not a generic solution and need to write for every action, also this is not preferred.
I am looking for an intelligent, "high performance" , if possible industry standard generic event manager suitable for a game engine. You can use well known libraries like boost etc. Of course the class you will write have to be platform independent. If possible give the Visual Studio project to easily test(I prefer 2010).