Sorry to dredge up an old discussion, but this has me a little puzzled. The string implementation is not applied because of performance? But all strings in Lua are hashed. Even when you concat a string, it is hashed - there are no direct string manipulation ops on just maintaining strings. If people want to run gsubs, or matches, then thats a functional issue, not a resource one.
This leaves me wondering why this feature would be skipped - seems to be a nice-to-have. In my case, being able to have simple get/set props on certain go’s would be very useful without a msg merry-go-round (which is actually far less performant btw - having to wait for update for completion).
Could someone explain this better. I feel like maybe Im missing something obvious. Do strings get sent up the SDK API? Because that would then make a little more sense, but kinda not … since ‘why’ comes to mind
To explain my thinking a little. There is care about performance of strings, but much of the SDK uses Lua api calls (vmath a classic example) where if you call alot of vmath functions you will create the same “string” styled issue. If you use a Lua based one, the perf probs go away (I have a lua verlet physics test that does exactly this). And so, I think (personally) it might be a valuable feature to have string properties (I think it makes it also a little more consistent).
End Dave Rant.
[ additional q ] What would be the appropriate method for “getting” text associated with a game object that has been generated in the game object (not for display btw - for data reasons). How would you attempt this via a message? ( req → resp? )