Re: sparse components
Mat Noguchi <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <D7F4D9E414140644BF099886C28C663629978AA312@bngexchange01.bungie.bng.local> |
It's at least a two pass Visitor. The first pass determines what to do and the second pass does it. Most implementations and descriptions of Visitor combine the two. So abstractly yes, but practically no. MSN -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Mike Shaver Sent: Friday, May 28, 2010 8:36 AM To: [email protected] Subject: Re: [Sweng-Gamedev] sparse components On Fri, May 28, 2010 at 10:44 AM, Richard Fabian <[email protected]> wrote: > One of the techniques is something I've been calling Existence Based > Processing, and it was born of my early implementations of component based > development. I've now heard someone call it Push Processing, but can't find > any references on Google, and wondered if anyone knew of the right search > phrase. Is this just the Visitor Pattern? I'm honestly not trying to be flippant, it seems like it's what you mean: code fans out over data, rather than data fanning out over code, if you will. Mike _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com