Timeline for How should I isolate game entities with their concrete Drawable components (in C#)?
Current License: CC BY-SA 2.5
10 events
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Oct 26, 2010 at 4:12 | comment | added | vargonian | Well, the reason would be a lack of cohesion if the factory was not only responsible for creating objects, but defining event handlers for any random event that I might need to handle on an entity. | |
Oct 25, 2010 at 18:07 | answer | added | CodexArcanum | timeline score: 0 | |
Oct 25, 2010 at 16:43 | answer | added | Den | timeline score: 0 | |
Oct 25, 2010 at 14:26 | answer | added | Kylotan | timeline score: 2 | |
Oct 25, 2010 at 14:26 | answer | added | CiscoIPPhone | timeline score: 1 | |
Oct 25, 2010 at 14:18 | comment | added | CiscoIPPhone | Do you have a better reason than doesn't feel right? That's not a very substantial reason to consider a re-design. | |
Oct 25, 2010 at 14:16 | answer | added | Tesserex | timeline score: 0 | |
Oct 25, 2010 at 6:50 | history | edited | vargonian | CC BY-SA 2.5 |
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Oct 24, 2010 at 22:01 | history | edited | vargonian |
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Oct 24, 2010 at 20:46 | history | asked | vargonian | CC BY-SA 2.5 |