
On Thu, Feb 5, 2009 at 8:12 AM, 류인환 <rihwan@gmail.com> wrote:
Hello there. Let me introduce the fast rtti system. Many other library and system(ex. game engines) has there own rtti system. But normally their rtti system consume Big O(n) for dynamic casting another type. So, I implemented fast rtti Big O(1) time consuming rtti system. I used bit signature for class inhertance hierarchy expression.
Game engines have their own many things, this doesn't mean it's a good idea to copy them. :) The main issue with user-code RTTI systems is that they can only support a subset of the built-in RTTI functions (which is why RTTI is a language feature.) For example, you can't implement dynamic_cast<void *> by yourself, and that's critical for many systems (for example serialization of pointers.) Emil Dotchevski Reverge Studios, Inc. http://www.revergestudios.com/reblog/index.php?n=ReCode