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gameprogrammingpatterns.com | ||
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cowboyprogramming.com
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| | | | | [AI summary] The article discusses the transition from traditional inheritance-based object hierarchies to a component-based architecture in game development. It highlights the challenges of refactoring existing code and the eventual benefits of more flexible, maintainable, and reusable code. Key points include the use of common interfaces, data-driven object creation, and the importance of managing component dependencies for performance. | |
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piemaster.net
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| | | | | I want to talk a bit about the Artemis framework I've been playing with, but it won't mean much without some background knowledge of the entity/component paradigm of game design. This post, then, is a quick review of my experience with entities and components, and how they relate to the more traditional object-oriented (OO) paradigm, and in particular, what sucks about both. If you're familiar with the entity/component paradigm already, you may just want to skip over to my detailing ofEntity/Component Game Design That Works: The Artemis Framework » and read through this at your leisure. There's a few connections, but I'm trying to keep it at a pretty high level for now. | |
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qntm.org
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| | | | | [AI summary] The provided text is a collection of comments and discussions about the book 'Clean Code' by Robert C. Martin. It includes various perspectives on the book's content, examples, and recommendations for alternative resources. The discussion covers topics like code readability, side effects, method design, and the use of specific programming techniques. Some users criticize the examples in the book, while others appreciate its insights and find it helpful for learning clean coding practices. There are also mentions of other books and resources that are suggested as alternatives or supplements to 'Clean Code'. | |
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enikeev.me
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