Timeline for Event-driven Communication in a Game Engine: Yes or No?
Current License: CC BY-SA 2.5
7 events
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| May 23, 2017 at 12:37 | history | edited | CommunityBot | replaced http://stackoverflow.com/ with https://stackoverflow.com/ | |
| Jan 26, 2011 at 15:58 | comment | added | deft_code | The "Data Structures..." question has an AMAZING answer. I'd say, your selected answer and the accompanying Nebula3 article are the best description of game engine architecture of their size I've ever seen. | |
| Jan 25, 2011 at 21:41 | comment | added | Bunkai.Satori | Ah, so now we started discussing patterns. I have heard a bit about this programming approach. Now, I start understanding what patterns are. It is completely different look at the application design. You masivelly control objects, while using the same code to check every object. After checking the object you set its attributes accordingly. | |
| Jan 25, 2011 at 21:28 | comment | added | Ricket | Direct method calls generally result in coupling of the classes who call each other. This isn't good for a system separated into components which are supposed to be interchangeable. There are some patterns which can facilitate direct method calls with less cohesion (e.g. the "controller" part of MVC basically serves this purpose for facilitating view's queries of the model, unless you couple them) but in general, message passing is the only way for a system to have zero coupling between subsystems (or at least the only way I know of). | |
| Jan 25, 2011 at 19:30 | comment | added | Bunkai.Satori | Let me keep this question open for a while. I would like to gather more opinions, before closing it. | |
| Jan 25, 2011 at 19:29 | comment | added | Bunkai.Satori | Hi Ricket, thanks for your answer. You asked what other ways could be used to let the game objects communicate each other. What comes to my mind is direct methods calls. It is corect, that it does not give you so much flexibility, but on the other hand, it avoids event message generation, passing, reading, etc.. We still talk about mobile platforms, not about high-end games. Operating system havily uses internal messaging system. However, it is not designed to run in real-time, where even small delays cause disruptions. | |
| Jan 25, 2011 at 18:57 | history | answered | Ricket | CC BY-SA 2.5 |