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Many game devs, myself included, would argue that loosely coupled code makes for messier and less performant code in most situations. It certainly becomes harde
by MattRix 5y ago
Many game devs, myself included, would argue that loosely coupled code makes for messier and less performant code in most situations. It certainly becomes harder to reason about code once the execution flows through dozens of different functions (often in different files) rather than through a single monolithic function. This is somewhat obvious when you think about it, yet people still insist on breaking long but perfectly readable functions into tons of tiny parts for some reason.
In many game dev circles there has also been a strong push towards “Data Oriented Design” where the focus is on manipulating the memory as directly as possible, rather than creating abstractions. See this talk by Mike Acton: https://youtu.be/rX0ItVEVjHc https://youtu.be/rX0ItVEVjHc
- skohan 5y agoI would argue DOD as it's often applied to game design is all about loose coupling. There's no reason you couldn't leverage a lot of loosely coupled components in a program structure which mostly consists of large flat functions.