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Jan 15, 2016 at 17:25 comment added DMGregory This doesn't answer the question about how to scale performance to high object counts, and as Philipp describes it actively goes against industry best practices of separating gameplay & rendering, and maintaining narrow & clearly-defined responsibilities for each class. I would consider this answer to be an anti-pattern, actively harmful to the goal of scaling the game to large numbers of objects & interactions.
Jan 15, 2016 at 12:58 comment added Khopa Maybe it's overkill, but I would personnaly go for one implementation per kind of interaction instead, especially if the gameplay is mainly based on these "interactions".
Jan 15, 2016 at 10:54 comment added Mayuso I don´t think so, but as I said, this is personal preference. I prefer to have a class with 20 functions than 20 classes with 1 function. (Exagerated example xD)
Jan 15, 2016 at 9:45 comment added Gad Wissberg But if I want to add lots of interactions I think its best to let other class take care of it, don't you think?
Jan 15, 2016 at 8:13 comment added Mayuso I have created 3 games already for android and PC ( all 3 run on the two platforms), and never had any problem doing this. LibGDX fixes fps to 60 by default, so every device has the same refresh rate.
Jan 15, 2016 at 8:08 comment added Philipp "just create a checkCollisions() method and call it on render()" - That's not good advise. Game mechanics and rendering should always be separated. Otherwise you will either have projectiles pass through enemies when the framerate is low or have game speed dependent on the speed of the users hardware.
Jan 15, 2016 at 7:52 history answered Mayuso CC BY-SA 3.0