3 ms·
Not Rust specific, but in the same train of thought, here is an excellent series of articles going into other issues with OOP and game development, and touches
by gamegoblin 8y ago
Not Rust specific, but in the same train of thought, here is an excellent series of articles going into other issues with OOP and game development, and touches on a few similar topics of cross-cutting concerns and their interaction with interface/class design:
https://ericlippert.com/2015/04/27/wizards-and-warriors-part-one/ https://ericlippert.com/2015/04/27/wizards-and-warriors-part...
https://ericlippert.com/2015/04/30/wizards-and-warriors-part-two/ https://ericlippert.com/2015/04/30/wizards-and-warriors-part...
https://ericlippert.com/2015/05/04/wizards-and-warriors-part-three/ https://ericlippert.com/2015/05/04/wizards-and-warriors-part...
https://ericlippert.com/2015/05/07/wizards-and-warriors-part-four/ https://ericlippert.com/2015/05/07/wizards-and-warriors-part...
https://ericlippert.com/2015/05/11/wizards-and-warriors-part-five/ https://ericlippert.com/2015/05/11/wizards-and-warriors-part...
- lackbeard 8y agoI'll have to re-read this series, as it's been a while but I remember feeling dissastified after finishing it the first time. I think the conclusion was basically: yup, programming is hard, no matter what you do you're going to wind up with a big mess!
- phantarch 8y agoThat's an easy sentiment to come away with from every article in the series except the very last. The final one does offer (imo) a pretty clean solution to the problem he's been exploring, which boils down to viewing the rules of the game as the class definitions and using the things in the game world as data to be plugged in to the rules, rather than the other way around.