Cripes 2.0: 2am memo

Published February 23, 2009
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This post is more a collection of my thoughts than anything, because I'm too tired to write properly. Comment as you like, if there's anything worth commenting on.

1. Noticed while browsing Wikipedia's Design Patterns area that the Entity resource management design I was calling a pimpl might actually be a flyweight. Or they're close enough to not matter.

2. Read up on the Strategy design pattern, ironically the same thing I was suggesting previously for handing Entity behavior (though I mentioned functors, I was thinking of the same thing). I'm going to take that as a good omen.

3. Considering mucking with my drawing setup (World, Map, EntityMap), because I'm not sure it's the best way to go about it. I could toss the entire Map class at the moment, because I'm not really using it at all. I figure any console application that uses a World would be able to use differently-sized-and-sprite'd Entities to represent the static game world, just like I'm doing with my maze walls. Entities don't -have- to do anything, which is one of my reasons why Entity isn't going to be fully abstract. You can always use a generic Entity.

4. There was something I realized during #3, but I forgot it. I'm sure it'll come back to me. [lol]

5. I remembered what #4 was supposed to be about. I'd like to implement some kind of Z-order for drawing my entities, because at the moment it's just based on what order you add them the EntityMap. Luckily, no sprite should ever overlap with another sprite in Cripes 2.0 - they're alll solid and collidable... well, they will be when I implement collision - so that's way, way at the bottom of the list. (It IS on the list, though; otherwise it wouldn't be in this post)

6. This is the largest codebase I've ever worked on. I feel a little cluttered with all of my files, but I know this is a small project in the grand scheme of things. How does everyone else organize the clutter?


I think that's good for tonight... Good night, all.
~Jonathan
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