Timeline for Unit selection - logic & screen communication
Current License: CC BY-SA 3.0
14 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Apr 25, 2012 at 9:42 | vote | accept | nihohit | ||
| Apr 24, 2012 at 22:03 | answer | added | Laurent Couvidou | timeline score: 2 | |
| Apr 24, 2012 at 9:14 | comment | added | nihohit | But that design doesn't say which information needs to move from one thread to the other, and I wonder if I'm overdoing it. | |
| Apr 24, 2012 at 8:50 | comment | added | Laurent Couvidou | What makes you "fear (...) that since the communication will bounce several times between the two threads"? If you follow the design described in the AltDevBlogADay article you've linked to, this won't happen. For networking, that's another topic, you're trying to solve too many things at the same time. But sure, having a clean architecture will help you in the long run. | |
| Apr 24, 2012 at 7:07 | comment | added | nihohit | Also, it seems that here they do recommend a similar system for the non-hosted players. Wouldn't it be simpler to account for everyone in the same way? | |
| Apr 24, 2012 at 6:56 | comment | added | nihohit | Basically, I'm following something similar to the basic suggestion here. If you could point me to a more efficient design pattern, I'd be thankful. | |
| Apr 24, 2012 at 6:56 | comment | added | nihohit | It'll be a Real-time 2D RTS. I split the processes to two threads because I wanted to maximise utility of multicore systems - I tried running it in a single thread (and I can return to it easily) and in two threads, and two threads was considerably faster. But I think the threads are less the issue, but the design pattern. Yes, it's very similar to MVC. It's decidedly simpler for me to write and control when different aspects are handled in different namespaces and by their own managers (and yes, it's easier to handle multithreading). | |
| Apr 24, 2012 at 6:46 | history | edited | nihohit | CC BY-SA 3.0 | added 4 characters in body |
| Apr 24, 2012 at 0:08 | comment | added | Laurent Couvidou | Here too. | |
| S Apr 23, 2012 at 23:47 | history | suggested | Laurent Couvidou | CC BY-SA 3.0 | Code blocks + tags |
| Apr 23, 2012 at 23:09 | review | Suggested edits | |||
| S Apr 23, 2012 at 23:47 | |||||
| Apr 23, 2012 at 23:05 | comment | added | Laurent Couvidou | Could you tell us what kind of game is this? An RTS? A turn-based strategy game? Also, did you split your processing in two threads for a specific reason? -if that's causing you trouble, you could just get rid of it. If you're trying a Model-View-Controller thingie, well, you should know it's not that appropriate for games, as exposed here and there. | |
| Apr 23, 2012 at 21:41 | history | edited | nihohit | CC BY-SA 3.0 | added 311 characters in body |
| Apr 23, 2012 at 18:48 | history | asked | nihohit | CC BY-SA 3.0 |