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Aug 4, 2015 at 9:14 comment added cubuspl42 "There are really two categories...". I disagree. There are n categories. Mesh category, data optimized for rendering. Physics category, data optimized for collision handling, possibly implemented via another library like Bullet. Tens of categories specific to concrete games. "It makes sense to model them using classes", only if performance does not matter. The solution is to model full systems/components using classes, not going into detail by modeling each game entity as class. This aproach's name is "Component Entity System".
Aug 4, 2015 at 4:42 comment added jpmc26 +1 for debunking the nonsense "classes are real world objects" I got in school (and later realized how absurd it is).
Aug 3, 2015 at 21:55 history edited user22815 CC BY-SA 3.0
added 188 characters in body
Aug 3, 2015 at 21:49 history answered user22815 CC BY-SA 3.0