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One of my favorite reads lately: "The problem is largely philosophical: as software developers we're trained to think in terms of rigid systems of objects, des
by primitur 14y ago
One of my favorite reads lately:
"The problem is largely philosophical: as software developers we're trained to think in terms of rigid systems of objects, design patterns and re-usable code. You might set out with the great idea to build a system of classes with clearly defined interfaces that inherit from one another when specialized behavior is needed. You might model all this in Lua using any number of class and inheritance patterns to try and enforce your vision. But, if you're perceptive, you'll soon start to suspect that all of the work you're doing to build an architecture really doesn't add much practical value. You may find yourself in the situation of having spent a lot of time defining a traditional OOP-style inheritance hierarchy and a big pile of fancy data structures only to realize you've created nothing more than an especially convoluted way of initializing tables.
Fortunately, there's an easy solution: don't do it. "
From : http://getmoai.com/wiki/index.php?title=Structuring_Your_Moai_Game_in_Lua http://getmoai.com/wiki/index.php?title=Structuring_Your_Moa...