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#Actualtheydidntnameme

Posted 20 November 2012 - 05:24 PM

It's also easier to write implementations when you can rely on assumptions. If you know an array will have space for exactly 12 elements, you can cater specifically to that, as opposed to an array that could possibly have space for only 1 element, or hundreds. You have less cases to worry about. This could also limit your ability to do certain things, but the reason the limit was chosen in the first place was because it allowed the designers to do what they needed to do.

Another example: trying to create the ultimate engine. Most game engines are very specialized. By assuming that a given engine will be used for only FPS games, you can design the program based on these assumptions (e.g. you can't roll the camera upside down when by turning it). Or a multiplayer focused engine, where all logic consists of client/server communications with cheat detection etc since we are under the assumption that we will not be creating singleplayer experiences.

#1theydidntnameme

Posted 20 November 2012 - 05:20 PM

It's also easier to write implementations when you can rely on assumptions. If you know an array will have space for exactly 12 elements, you can cater specifically to that, as opposed to an array that could possibly have space for only 1 element, or hundreds. You have less cases to worry about. This could also limit your ability to do certain things, but the reason the limit was chosen in the first place was because it allowed the designers to do what they needed to do.

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