Timeline for Component based architecture: "pure" or some inheritance?
Current License: CC BY-SA 3.0
8 events
when toggle format | what | by | license | comment | |
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Apr 22, 2014 at 17:58 | history | edited | Aviv Cohn | CC BY-SA 3.0 |
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Apr 22, 2014 at 17:00 | history | edited | Tetrad | CC BY-SA 3.0 |
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Apr 22, 2014 at 16:45 | answer | added | AturSams | timeline score: 0 | |
Apr 22, 2014 at 15:56 | history | edited | Aviv Cohn | CC BY-SA 3.0 |
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Apr 22, 2014 at 15:16 | history | edited | user1430 |
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Apr 22, 2014 at 12:25 | answer | added | rioki | timeline score: 2 | |
Apr 22, 2014 at 11:50 | comment | added | Timothy Groote | This depends on numerous factors, the engine of your game and its intended function being one of them. This approach could simplify development later on, but it could also make things difficult. (think about multiple inheritance for instance) (tl ; dr that depends on what you're making) | |
Apr 22, 2014 at 11:36 | history | asked | Aviv Cohn | CC BY-SA 3.0 |