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jwezorek

Member Since 10 Nov 2009
Offline Last Active Yesterday, 09:45 AM

Posts I've Made

In Topic: Fill in the Blank: I am wasting some game dev time by _______

22 June 2015 - 05:23 PM

Spending an inordinate amount trying to come up with a look-and-feel for the game's UI art.


In Topic: Replacing Adapter Interface with abstract classes

01 June 2015 - 06:02 PM

To the extent that design patterns are ever useful at all, they are useful when talking about code. They give you a common vocabulary that you can expect other programmers to know covering many technical abstractions that had no official names before patterns came to prominence. In other words, when used correctly the notion of design patterns is about terminology.

But terminology is only useful if it is providing greater specificity than ordinary language more succinctly. Design patterns often don't do this. It's succinct to call some class X an adaptor, say, but you are not really saying anything. It is less succinct to say that "Class X wraps the old library and exposes the interface that the new version of the software expects" but at least that is actually saying something about class X. In other words, if you say, "Class X is an adaptor that wraps ... blah blah blah" what exactly is the word "adaptor" actually adding?

Also the whole subject seems a little confused in that in some cases patterns are sort of common themes in how algorithms interact with data structures (e.g. the visitor); in other cases they seem to be the data structures themselves (e.g. the composite), and in other cases they seem to be styles of programming (e.g. wikipedia lists RAII as a design pattern. Is RAII even meaningful in languages besides C++?)


In Topic: Replacing Adapter Interface with abstract classes

01 June 2015 - 12:26 PM

Don't worry about design patterns and certainly don't worry about whether you are using one "correctly". Design patterns are an ill-defined topic that don't add much beyond some terminology that is occasionally useful when talking about code.

 

If having a class do conversion between units polymorphically helps you then do it. If it adds too much complexity then don't do it. Call it an "adapter" if you want to, or don't -- that is all "patterns" are adding.

 

Honestly I don't understand why "design patterns" haven't gone away already as a thing. Why are young people so interested in them?


In Topic: What is the best place for selling (or reskin) mobile games to publishers ?

30 May 2015 - 10:02 AM

DanglinBob, do you know if you can sell a mobile game that is already in the App Store?


In Topic: What is the best place for selling (or reskin) mobile games to publishers ?

27 May 2015 - 11:33 AM

Isn't FGL just for Flash or HTML though? i.e. can you sell a native iOS game written in Objective-C/C++ on FGL?


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