Open thiscris opened 11 months ago
Hey Chris!
Thanks for reaching out and for the question. That is a really good question and it touches on the balance between dynamic content and static content. I tend to lean toward starting by making stuff static (like you suggested with a dormant component) and then activating it. If that solution starts to create issues, then I try making it dynamic.
I'm considering a whole video on the topic of when to make stuff static and when to make it dynamic because it seems like such an interesting topic for Godot specifically.
I guess the answer is that I'm not sure what is best and it might depend on the component itself, but I recommend trying to make it static first and falling back to making it dynamic if that doesn't work.
Ben
On Sat, Dec 9, 2023 at 5:28 PM thiscris @.***> wrote:
Hey, I wanted to say that I really like your content! Even though it is a topic that I am somewhat familiar with, it is worth watching your videos because you add many additional details that are very helpful.
I didn't know under which video to put this request, so I decided to open the topic here: Do you think that you can explore the question of dynamically loaded components? For example if there is a power-up that the player picks up that adds new functionality or new effect to the ship. One way to do it is to add "dormant" or inactive components that only get activated after something triggers them (e.g. picked up powerup), but I am thinking that there must be benefits of not doing that. There are additional challenges with the signal connections and dynamic referencing of other components.
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Hey, I wanted to say that I really like your content! Even though it is a topic that I am somewhat familiar with, it is worth watching your videos because you add many additional details that are very helpful.
I didn't know under which video to put this request, so I decided to open the topic here: Do you think that you can explore the question of dynamically loaded components? For example if there is a power-up that the player picks up that adds new functionality or new effect to the ship. One way to do it is to add "dormant" or inactive components that only get activated after something triggers them (e.g. picked up powerup), but I am thinking that there must be benefits of not doing that. There are additional challenges with the signal connections and dynamic referencing of other components.