bool Create(std::string name, LPDIRECT3DDEVICE9 pDevice, SkinnedMesh *pMesh, SkinnedMesh* geom, ObjectMap obj, float fAnimSpeed = 1.0f);Thanks Jack
Cohesion and coupling,
Members - Reputation: 1153
Posted 05 August 2014 - 04:46 AM
Crossbones+ - Reputation: 16401
Posted 05 August 2014 - 11:09 AM
With the right content loading system and data-driven design approaches you can (almost always) completely decouple your systems' code and interfaces.
The only systems that really need to know about all the different systems would be procedural generation modules. If you think of your game as a series of layers, however, this coupling isn't a problem. Your graphics, AI, and collision systems are lower-level services than game-specific procedural generation systems, so letting procedural generation depend on those other systems is fine. Just do your best to minimize the public surface area of each system so that higher-level systems need to know as few implementation details of the lower-level systems as possible.
Game Developer, C++ Geek, Dragon Slayer - http://seanmiddleditch.com
C++ SG14 "Games & Low Latency" - Co-chair - public forums
Wargaming Seattle - Lead Server Engineer - We're hiring!