Timeline for Storing game objects with generic object information
Current License: CC BY-SA 3.0
4 events
| when toggle format | what | by | license | comment | |
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| Apr 9, 2012 at 12:25 | comment | added | Mick | Thanks! Great explanation. It also never occurred to me that I could have ObjectData contained within MonsterData too. | |
| Apr 9, 2012 at 12:23 | vote | accept | Mick | ||
| Apr 9, 2012 at 11:35 | comment | added | kaoD | +1 for prototype pattern. The way to go IMO. There are ways to mix both approaches, where data is shared until it changes for a specific instance which then owns its own value. Anyways, I'd stick to the pure prototype approach since, well, most PCs nowadays have A LOT of horsepower. | |
| Apr 9, 2012 at 11:19 | history | answered | Kylotan | CC BY-SA 3.0 |