Timeline for Efficient way to store "item" objects in a simple game
Current License: CC BY-SA 4.0
12 events
| when toggle format | what | by | license | comment | |
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| Jul 13, 2020 at 13:07 | comment | added | jk. | also if you arent wed to java there are languages with a lot baked in for text games e.g. inform 7 | |
| Jul 13, 2020 at 13:05 | comment | added | jk. | steve-yegge.blogspot.com/2008/10/universal-design-pattern.html might be relevant | |
| Jul 13, 2020 at 12:21 | history | edited | Christophe |
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| Jul 11, 2020 at 19:26 | vote | accept | CCD | ||
| Jul 11, 2020 at 7:45 | answer | added | Christophe | timeline score: 5 | |
| Jul 11, 2020 at 2:13 | comment | added | candied_orange | Sounds good. The less code that knows about the need to deep copy the better. : ) | |
| Jul 11, 2020 at 2:12 | comment | added | CCD | Makes sense. After some more brainstorming, I had the idea to maintain a master list (which doesn't care about where the object came from) and just reference it using an ID instead of making deep copies from it whenever I need to "use" the item. | |
| Jul 11, 2020 at 2:09 | comment | added | candied_orange | My instinct would be to adopt a design that allows for both. The less code that knows which way you went the better. | |
| Jul 11, 2020 at 2:08 | comment | added | CCD | Noted. But what about the general structure of my solution? The second one is pretty robust, but is also high intensity in terms of design. | |
| Jul 11, 2020 at 1:58 | comment | added | candied_orange | "Is there something obvious I've missed?" Yes, that json is better than xml. :) | |
| Jul 11, 2020 at 1:32 | review | First posts | |||
| Jul 25, 2020 at 1:33 | |||||
| Jul 11, 2020 at 1:30 | history | asked | CCD | CC BY-SA 4.0 |