Set the collection component count when setting a dynamic prototype for a collection factory
- Dominant language
- C++
- Stars
- 6.3k
- Forks
- 455
- Avg merge
- 1d 19h
- Merged PRs (30d)
- 130
Description
Currently the default value is used. To optimize the memory it would be nice to have an option to set this count by code.
A good place would be an optional third argument to `set_prototype()`.
```
collectionfactory.set_prototype('#factory', '/main/levels/level1.collectionc', 1024)
```
To improve the usability of this feature it would be nice to have another function that would tell the component count of a collection at runtime. In cases where it is already known, nil otherwise.
```
collectionfactory.get_component_count()
collectionproxy.get_component_count()
```
And what about `collectionproxy.set_collection()`, does it have the same issue as `collectionfactory.set_prototype()`?
Contributor guide
Research direction
Start at the collectionfactory.set_prototype() and collectionproxy.set_collection() entry points, then trace how collection component counts are currently obtained at runtime. Determine whether the optional count and get_component_count() behavior apply to both APIs, including the nil case, and verify the requested memory optimization and runtime results.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- lua
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100