Timeline for Is this OOP class hierarchy too deep?
Current License: CC BY-SA 3.0
4 events
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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
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| Aug 3, 2015 at 21:49 | history | answered | user22815 | CC BY-SA 3.0 |