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  (SOLVED) Keeping objects, and packages, organised.  (Read 276 times)
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Offline Spacebeans
« Posted 2014-03-02 22:07:34 »



I'm sure I'm not the only one who has this problem, but does anyone have any tips to make a game... Easier to develop?
Offline Drenius
« Reply #1 - Posted 2014-03-02 22:09:45 »

Not sure what you mean...
Offline Spacebeans
« Reply #2 - Posted 2014-03-02 22:20:49 »

I mean coming up with package names, for generic things.
Say I want to put my camera class into a package. But what package does it go into?
    Util, gfx, default, world, ect.
And I don't want to put it into a package by itself because it will be harder to find.

Say I want to make a class for User interface.
Do I need a base class like "Renderable2D", does it need to be a interface?

Eventually I make too many classes and Its hard to find a error because something isn't rendering.

EDIT, I should have put arrows in the picture. It goes in a clockwise rotation.
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Offline Cero
« Reply #3 - Posted 2014-03-03 00:28:39 »

first and foremost design and organize your code the way it makes sense TO YOU, especially if youre not coding third party code / a SDK / a lib but a game
I have like 2 to 5 packages for a game depending on the size, and 5 packages is with working with other programmers

anything like interfaces, abstract classes whatever only rarely when it makes utmost sense

here is the thing: there is almost no value in doing things according to "best practices", especially in game programming you dont want to do that
what you do have to experience is a codebase which lacks a lot of flexibility and then you wanna do things that are hard to realize
only then you realize which parts make sense to optimize according to best practices and flexibility and which do not

Offline Spacebeans
« Reply #4 - Posted 2014-03-03 02:42:18 »

+1 Right, thanks.
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