What are the advantages/disadvantages of completely modularizing my game model code into its own DLL, and creating an XNA Game Component to, essentially, function as an adapter between XNA and the game model? All I want XNA to do is draw stuff and capture user input.
- One advantage I like is the ability to unit test the game model itself.
- I also like that it keeps solution files better organized (that's one thing that has driven me MAD with the books I have on XNA game development; there is little to no organization of the solution files...)
- I like the clean separation of responsibilities, and the portability it affords the actual game logic (it could later be hooked up to Unity, SFML, etc.)
I am aware that it takes more effort, having to develop an interface for the game model; am I overly in love with separation of concerns?
Edited by CySoftDev, 23 October 2013 - 12:51 PM.