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
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