Managing Object Ticking Order

How can we ensure that objects are ticked in a specific order to avoid dependency issues?

Managing the order in which objects are ticked is crucial for avoiding dependency issues and ensuring consistent behavior in your game. Here are several strategies to control the ticking order.

Priority-based Ticking

Assign priorities to different types of objects and tick them in order of priority.

#include <algorithm>
#include <memory>
#include <vector>

class GameObject {
public:
  virtual void Tick() = 0;
  virtual int GetPriority() const = 0;
};

class World {
public:
  void AddObject(
    std::unique_ptr<GameObject> obj) {
    objects.push_back(std::move(obj));
    std::sort(objects.begin(), objects.end(),
              [](const auto& a, const auto& b){
                return a->GetPriority() > b->
                  GetPriority();
              });
  }

  void TickAll() {
    for (const auto& obj : objects) {
      obj->Tick();
    }
  }

private:
  std::vector<std::unique_ptr<GameObject>>
  objects;
};

Multi-phase Ticking

Implement multiple ticking phases for different types of updates.

class GameObject {
public:
  virtual void TickPhysics() {}
  virtual void TickLogic() {}
  virtual void TickRendering() {}
};

class World {
public:
  void TickAll() {
    for (const auto& obj : objects) {
      obj->TickPhysics();
    }
    for (const auto& obj : objects) {
      obj->TickLogic();
    }
    for (const auto& obj : objects) {
      obj->TickRendering();
    }
  }

  // ...
};

Dependency Graph

For complex systems, you can create a dependency graph and perform a topological sort to determine the ticking order.

#include <unordered_set>

class GameObject {
public:
  virtual void Tick() = 0;

  virtual std::vector<GameObject*>
    GetDependencies() const { return {}; }
};

class World {
public:
  void TickAll() {
    std::unordered_set<GameObject*> visited;
    std::vector<GameObject*> sortedObjects;

    for (const auto& obj : objects) {
      DepthFirstSort(obj.get(), visited,
                     sortedObjects);
    }

    for (auto it = sortedObjects.rbegin(); it !=
         sortedObjects.rend(); ++it) {
      (*it)->Tick();
    }
  }

private:
  void DepthFirstSort(
    GameObject* obj,
    std::unordered_set<GameObject*>& visited,
    std::vector<GameObject*>& sorted
  ) {
    if (visited.find(obj) != visited.
      end()) return;
    visited.insert(obj);
    for (auto dep : obj->GetDependencies()) {
      DepthFirstSort(dep, visited, sorted);
    }
    sorted.push_back(obj);
  }

  std::vector<std::unique_ptr<GameObject>> objects;
};

By implementing one or a combination of these strategies, you can ensure that objects are ticked in the correct order, avoiding dependency issues and maintaining consistent game behavior.

Ticking

Using Tick() functions to update game objects independently of events

Questions & Answers

Answers are generated by AI models and may not have been reviewed. Be mindful when running any code on your device.

The Need for Ticking in Game Development
Why do we need to implement ticking instead of just updating objects when events occur?
Managing Different Update Frequencies
What's the best way to handle objects that need to update at different frequencies?
Optimizing Ticking for Large Object Counts
How can we optimize ticking for a large number of objects without sacrificing performance?
Implementing Multi-threaded Ticking
Is it possible to implement a multi-threaded ticking system for better performance on multi-core processors?
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