|
You are here |
cowboyprogramming.com | ||
| | | | |
mropert.github.io
|
|
| | | | | Let's talk about game simulations. In this episode we bring up scripting and the challenges it brings to architecture. | |
| | | | |
gamearchitect.net
|
|
| | | | | [AI summary] The article discusses the challenges and drawbacks of using inheritance in game object design, advocating for a component-based approach to improve flexibility and maintainability. | |
| | | | |
piemaster.net
|
|
| | | | | 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. | |
| | | | |
mbuffett.com
|
|
| | | The Commonplace blog has been writing a lot on tacit knowledge recently. As someone who's been programming for a long time (8ish years), these articles resonated deeply. I won't go into too much detail what tacit knowledge is about, since the above posts do such a good job with it. If you're not familiar, check them out. Explicit knowledge vs tacit knowledge Essentially, explicit knowledge is that which can be transferred verbally. For example, I could tell someone the method name for pushing to an array in JavaScript, what version of Python print went from a keyword to a function, and the range of HTTP status codes that represent success. Maybe they'd need to do some spaced repetition learning or something, but they can just memorize these bits. | ||