Re: sparse components
Richard Fabian <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
Using old school generic streams with all your coding choices made in the transforms sounds more like the perfectly persistable system. It's another one of those "findings" I've enjoyed. The ability to serialise pretty much any part of the system at any point (makes for wicked cool post processable/explorable screenshots) On 30 May 2010 04:43, Brandon Van Every <[email protected]> wrote: > On Fri, May 28, 2010 at 2:07 PM, Warrick Buchanan > <[email protected]> wrote: > > 3) The natural unit of program composition is not a conceptional 'OO' > object > > but functions that transform an input stream to an output stream (stream > or > > list) > > Isn't that view of programming pretty strongly biased against persistency? > > > Cheers, > Brandon Van Every > _______________________________________________ > Sweng-Gamedev mailing list > [email protected] > http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com > -- fabs(); Just because the world is full of people that think just like you, doesn't mean the other ones can't be right. _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com