For Grisly Manor, for the game specific data, I named all my attributes like this:
v1 v2 v3 etc..
(v for variable)
I then kept a notebook next to me telling my what each one stood for! Saved me the trouble of having to come up with hundreds of clever attribute names.
This might be a really stupid question but can the length of your attribute names cause slowdowns in the game?
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firemaplegames said: For Grisly Manor, for the game specific data, I named all my attributes like this:
v1 v2 v3 etc..
(v for variable)
I then kept a notebook next to me telling my what each one stood for! Saved me the trouble of having to come up with hundreds of clever attribute names.
Excellent idea, Joe. Now why didn't I think of that? (don't answer that... ;-)
Bumping artonblusky's post:
artonskyblue said: This might be a really stupid question but can the length of your attribute names cause slowdowns in the game?
Actually, I'll answer this, as much as I would guess: I wouldn't think so at all.
Comments
e.g.
Long name:
- If puddle is touched but you are holding the elephant, true or false:
1_puddle_touch_eleph
For Grisly Manor, for the game specific data, I named all my attributes like this:
v1
v2
v3
etc..
(v for variable)
I then kept a notebook next to me telling my what each one stood for!
Saved me the trouble of having to come up with hundreds of clever attribute names.
Bumping artonblusky's post: Actually, I'll answer this, as much as I would guess: I wouldn't think so at all.
It's more important to have understandable attribute names.