Re: Software Architecture/Design
Richard Fabian <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
love it. Something I've been worrying about with my stuff is how unwieldy does it get the higher you go, but you're saying that higher level stuff turns out fine too? Can you go a bit deeper into how higher level and lower level stuff gets figured out? I can't make sense of a GameState SO, it sounds like too much heterogeneous data for processing. I would guess you decompose your SOs hierarchically and your POs hierarchically too, but thinking about this makes me worried about syncing up hierarchies of code and data. How do you do it? I wasn't going to allow hierarchical anything, other than stepwise refinement of what processes need to be done on my data per frame. What have you found out / developed that we should all know ? ;) On 3 June 2010 16:01, Morten Brodersen <[email protected]> wrote: > During the 15+ years I have been working in the games industry (and the > 30 years I have been writing software), I had a lot of opportunities to > experiment with software architectures for games (from the engine all > the way up). Some architectures worked well, others less so :) But after > many interesting experiments I ended up with a non-complex way to design > software that works well for small and large scale applications. And it > (surprisingly) works well not only for OO style languages but also for > functional style languages (and multi-threaded applications!). > > I have no idea whether the approach will work for anybody else. I am > definitely not making that claim. But hey it might be interesting for > you so here it is: > > > Morten > -- 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