You can use some form of message passing or observers.
We use messages; a class can register to listen for specific messages from a specific game object, or for a specific message at the global level. We implemented this for core game logic, but it works equally well for UI or any kind of plugin that can act on or modify game state.
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#2turch
Posted 14 May 2012 - 07:08 AM
You can use some form of message passing or observers.
We use messages; a class can register to listen for specific messages from a specific game object, or for a specific message at the global level. We implemented this for core game logic, but it works equally as well for UI or any kind of plugin that can act on or modify game state.
We use messages; a class can register to listen for specific messages from a specific game object, or for a specific message at the global level. We implemented this for core game logic, but it works equally as well for UI or any kind of plugin that can act on or modify game state.
#1turch
Posted 14 May 2012 - 07:07 AM
You can use some form of message passing or observers.
We use messages; a class can register to listen for specific messages from a specific game object, or for a specific message at the global leve. We implemented this for core game logic, but it works equally as well for UI or any kind of plugin that can act on or modify game state.
We use messages; a class can register to listen for specific messages from a specific game object, or for a specific message at the global leve. We implemented this for core game logic, but it works equally as well for UI or any kind of plugin that can act on or modify game state.