Using generics for type-safe and type-specific identifiers

After the slightly philosophical diversion of last week’s post, today I would like to present a few more technical ideas building on my post about accessing game objects by unique identifiers.

Last week I made an argument for simplicity, for keeping it simple. However, complexity does have its place and there are several good reasons to increase the complexity of a system. One such reason is, if we can make that complexity do work for us.

That is what we will do today.

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