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S May 3, 2018 at 4:34 history suggested Rodia CC BY-SA 4.0
Minor spelling revision in title
May 2, 2018 at 13:08 review Suggested edits
S May 3, 2018 at 4:34
Jan 22, 2016 at 3:02 vote accept BFree
Mar 11, 2011 at 17:26 answer added kosmoknot timeline score: 0
Feb 21, 2011 at 15:28 comment added sebf @tenpn. That article and document linked within are very interesting, thank you!
Feb 21, 2011 at 14:02 comment added tenpn @sebf it doesn't work if you're into data-orientated design, and it doesn't work if you like object-orientated design. See Uncle Bob's SOLID princples: butunclebob.com/ArticleS.UncleBob.PrinciplesOfOod
Feb 19, 2011 at 20:14 answer added Kylotan timeline score: 0
Feb 18, 2011 at 22:29 comment added sebf @tenpn, your comment seems to suggest that you don't think this is good practice, I wondered if you could explain further? I've always thought it was the most suitable arrangement due to those methods containing code that is likely very specific to each type; but I have little experience myself so I would be interested to hear your thoughts.
Feb 18, 2011 at 22:00 answer added Joey Green timeline score: 0
Feb 18, 2011 at 2:22 history tweeted twitter.com/#!/StackGameDev/status/38423137804615680
Feb 17, 2011 at 17:11 answer added homebrew timeline score: 5
Feb 17, 2011 at 16:03 answer added Steve H timeline score: 1
Feb 17, 2011 at 16:00 answer added ChrisE timeline score: 10
Feb 17, 2011 at 15:42 comment added tenpn Unfortunately that is really how it's done in many games. I wouldn't take that as meaning it's best practice though. Many of the tutorials you're reading could be aimed at beginners, and so they're not going to start explaining model/view/controller or yoke patterns to the reader.
Feb 17, 2011 at 15:24 answer added anon timeline score: 1
Feb 17, 2011 at 14:49 history asked BFree CC BY-SA 2.5