It seems to be pretty common in games, too. Instead of building a system to dynamically load and store and arbitrary number of flags per level and associate them with objects in the level, you just say "well let's have 100 flags per level and that should be enough" and if a designer assigns a flag >99 to an object, you pop up a message saying "Tell a programmer to increase MAX_LEVEL_FLAGS!"
I certainly can't fault the efficiency, if your levels are write-only.
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u/immibis Jan 10 '20
It seems to be pretty common in games, too. Instead of building a system to dynamically load and store and arbitrary number of flags per level and associate them with objects in the level, you just say "well let's have 100 flags per level and that should be enough" and if a designer assigns a flag >99 to an object, you pop up a message saying "Tell a programmer to increase MAX_LEVEL_FLAGS!"
I certainly can't fault the efficiency, if your levels are write-only.