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Decoupling in games is one of those things that is incredibly hard to get right. I cannot count the one of times I have ended up with giant bowl of spaghetti co
by mollerhoj 11y ago
Decoupling in games is one of those things that is incredibly hard to get right. I cannot count the one of times I have ended up with giant bowl of spaghetti code. If anyone can recommend some material on this subject, please do not hesitate to share it
- rasmusrn 11y agoThese blogs are definitely worth a look: 1) https://molecularmusings.wordpress.com/ https://molecularmusings.wordpress.com/ 2) http://bitsquid.blogspot.com/ http://bitsquid.blogspot.com/ 3) http://gamesfromwithin.com/ http://gamesfromwithin.com/ They can feel a little esoteric but there's a lot of golden nuggets if you're willing to dig a little. Also, check out this book by Jason Gregory: http://www.gameenginebook.com/ http://www.gameenginebook.com/
- michaelx386 11y agoI've found http://gameprogrammingpatterns.com http://gameprogrammingpatterns.com a big help as someone new to design patterns and game development in general.
- munificent 11y agoHey, I wrote this! :) I wrote it specifically to deal with this exact problem.
- lfowles 11y agoIf you haven't done so already, I would recommend trying to create a sample game with an ECS framework. It was genuinely a game changing (snicker) idea for me, as I had never really understood how far Composition Over Inheritance could be taken.