Timeline for Event-driven Communication in a Game Engine: Yes or No?
Current License: CC BY-SA 3.0
3 events
| when toggle format | what | by | license | comment | |
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| Jul 20, 2017 at 19:55 | comment | added | user441521 | You'll find that entities become monster code bases that become hard to manage with any sort of complexity in the game. You'll end up coupling them together and it'll suck to add or change features. By breaking your features into small components it'll be easier to maintain and add features. Then the question becomes how do these components communicate? The answer is events from one component raising functions of another while passing primitive data along in the arguments. | |
| Sep 29, 2015 at 19:17 | review | Late answers | |||
| Sep 30, 2015 at 3:35 | |||||
| Mar 3, 2012 at 18:16 | history | answered | Artur Correa | CC BY-SA 3.0 |