I am curious on reasons why I should use an Object Class for User Generated Content vs Using an Already Existing Data Asset Class.
I have Data Asset Classes created for various types of Data broken into parts, for example, a main CaMTDA_Character Class to hold references to other Data Assets such as CaMTDA_CharProfile etc.
This is so that content can be created as Data Assets for DLC, Mods etc., and Data can be Loaded ito Memory in very small parts a needed.
The program focuses on User Generated Content, and I am torn between creating a CaMTDA_Character at runtime (in which case variables can be modified etc.) and then I have a seperate SaveGame class for each Data Asset Type, and the information needed to “rebuild” the CaMTDA Asset would be in the save.
I have various subsystem Object Classes for handling managing assets, saves, characters etc.
I was thinking I would want to create separate Object Classes to match the CaMTDA Data Asset Classes for use during runtime for User Generated Content so that these Objects would have access to functions in the parent CaMTObject_Base class that all CaMTObjects are children of.
On the other hand, I was debating why I would want to basically duplicate classes for this reason as opposed to just using the existing Data Asset Classes?
I was also thinking I could just use the SaveGame object class instead of a Data Asset Classor Object Class, since I will need to construct one anyways to save and load user generated content?
my concerns would be memory usage, performance etc. The program is turn-based so that helps, but there could be A LOT of asset loaded into memory as a user builds their world, characters etc. and many that need to be refrenced in memory for user to choose from etc.