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by trentonstrong
5130 days ago
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It might be worthwhile to take a look at certain types of game engine architectures. Since modularity is one of the keypoints of how this editor/game engine work so well together, it's probably a good idea to have some idea of how to structure game components to lessen the 'ball of mud' feeling. I've been pretty fascinated with data-oriented "entity/component" systems for a while, as opposed to heavily inheritance based models. There's a decent introduction here: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy... It seems like a lot of modern game engines (one example would be Unity) utilize this approach to varying degree. |
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