Timeline for "The Game Object" - and component-based design
Current License: CC BY-SA 3.0
6 events
when toggle format | what | by | license | comment | |
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Jan 19, 2012 at 9:49 | comment | added | Yevhen | But what about another concept functional-reactive programming, for me this question is still open, but may be for you is a good direction for researches. | |
Jan 19, 2012 at 9:45 | comment | added | Yevhen | here is good answer on CBES stackoverflow.com/a/3495647/903195 most of articles I've researched are from this answer. I started and inspired with cowboyprogramming.com/2007/01/05/evolve-your-heirachy then In Gems 5(as I remember) there was good article with examples. | |
Jan 19, 2012 at 9:39 | comment | added | hayer | And lambdor.net/?p=171 @ bottom, this kinda of a summary of my question How can different functionality be defined in terms of relative complex, non-elementary components? What are the most elementary components? In which way are elementary components different from pure functions? How can existing components automatically communicate with new messages from new components? What is the point of ignoring a message that a component doesn’t know of? What happened to the input-process-output model after all? | |
Jan 19, 2012 at 9:32 | comment | added | Edward83 | @bobenko, please give a link to article about CBES. I am very interesting in it, too;) | |
Jan 19, 2012 at 9:31 | comment | added | hayer | Well, google.no/… @ slide 16 | |
Jan 19, 2012 at 9:17 | history | answered | Yevhen | CC BY-SA 3.0 |