Re: Software Architecture/Design
Phill Djonov <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
On Thu, Jun 3, 2010 at 9:35 AM, Richard Fabian <[email protected]> wrote: > 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? Not sure if Morten is talking about the same thing, but what I find works well is to think of "high-level data" as "bag of low-level data"* and "high-level logic" as "high-level data in disguise"**. * Usually refined into a hierarchy of bags of related subsets of that data. It helps keep data dependencies from creeping in when MoveMovers takes an array of MoverState objects and a GameTime, rather than the whole damn GameState. ** Decision graphs are great! I can write a bit more about these later when I've got more time, if anyone's interested. Cheers! Phill _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com