Timeline for Where is 'game logic' implemented in component based design?
Current License: CC BY-SA 3.0
6 events
when toggle format | what | by | license | comment | |
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Nov 20, 2017 at 8:00 | vote | accept | TomShar | ||
Nov 16, 2017 at 17:14 | history | edited | user1430 | CC BY-SA 3.0 |
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Nov 15, 2017 at 19:00 | answer | added | user1430 | timeline score: 1 | |
Nov 15, 2017 at 18:27 | answer | added | rickyviking | timeline score: 3 | |
Nov 15, 2017 at 18:04 | comment | added | DMGregory♦ | You might find this previous Q&A on systems & components useful. Basically, the strict separation of components as PODS to be batch-processed by systems is just one way to approach component based development. You're not required to adhere to this more rigidly than what makes sense for you. I would caution against making a single "player" class though, as these tend to attract a lot of overlapping responsibilities - that's one of the reasons devs turned to components to disentangle. ;) | |
Nov 15, 2017 at 17:48 | history | asked | TomShar | CC BY-SA 3.0 |