Timeline for Domain Driven Design approach for game
Current License: CC BY-SA 4.0
9 events
| when toggle format | what | by | license | comment | |
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| Feb 8, 2024 at 16:09 | comment | added | Bawenang Rukmoko Pardian Putra | I just want to chime in a bit. Anemic model is definitely preferable in game dev. Since an anemic model can easily be used for DOD and you won't have any extra baggage of the functions in the memory thus getting more cache misses. If you are making an FPS, you really should mind your memory layout to optimize your game. | |
| Sep 25, 2021 at 17:55 | comment | added | Cesc | Just a side note about the anemic model. The anemic model is being tagged as antipattern on all the DDD books I read so far (including the ones from Vaughn Vernon). And well DDD is all about the "Domain" that is, having a rich model, as opposite as having an anemic domain. | |
| May 9, 2018 at 17:19 | vote | accept | kitta | ||
| May 9, 2018 at 17:18 | vote | accept | kitta | ||
| May 9, 2018 at 17:19 | |||||
| May 8, 2018 at 16:16 | comment | added | TheCatWhisperer | hackernoon.com/solid-principles-made-easy-67b1246bcdf#f3b5 | |
| May 8, 2018 at 16:15 | comment | added | TheCatWhisperer | @b.ben 1. Keep your code well organized and follow conventions 2. don't try to be clever ie: a negative ID means this special thing 3. SOLID principals, especially "I", use the interface segregation principal, follow it religiously! 4. Try to avoid inheritance, use composition instead | |
| May 8, 2018 at 15:31 | comment | added | kitta | So I'll not go will DDD. Now my hardest part here is how can I make new dev easily know which behaviours they need to contact with. Do you have any approach here? :) | |
| May 8, 2018 at 15:14 | comment | added | kitta | Great point. After saw your answer, I also realised it's somewhat much harder to maintain how to contract or handling events of another domain trough adapters. | |
| May 8, 2018 at 14:16 | history | answered | TheCatWhisperer | CC BY-SA 4.0 |