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cowboyprogramming.com | ||
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gameprogrammingpatterns.com
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gamearchitect.net
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| | | | | [AI summary] A technical article discussing the pros and cons of inheritance versus aggregation in game object design, advocating for component-based architectures. | |
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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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nora.codes
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