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Member Since 24 Oct 2012
Offline Last Active Dec 05 2015 01:04 AM

#5227423 "True" MVC-Concept in games

Posted by on 05 May 2015 - 08:57 PM



In my update loop I should do two things now:

1. Update the entities. Somehow I should link this with the controller of each specific entity.

2. Render the entities. I do NOT want the entity to contain render-information, but somehow I need to know what sprite to render or what renderer to call when looping through the entity list.


As i practice application-dev with MVC, i set entity/objectmodel/viewmodel as passive object, mean they not perform/trigger display render.

The render task run by View method. Every entities passed-down by Controller to View.

So if i want to render an object/entity, i just add it into list of objects in Controller to be passed-down to View.


Other way, maybe can use a flag, set inside an object/entity, statement to display or not,

but still that entity will be passed-down to VIew, and it will be checked there for visibility (sure can be a waste).


That's what i thought, at this moment, so far.. biggrin.png   Of course there are tons of approaches you can try.


Back then, as the others asked too, what is your main purpose to apply your game program into MVC structure ?


As i see that game program is running more active, mostly, than a form application,

perhaps i need to code the mechanism as short/direct as possible,

to considering balance between execution performance(memory issues) & code structure management.

#5227235 Getting Started with Flex SDK (Flash)

Posted by on 04 May 2015 - 10:49 PM



I was googled about tutorial for Flex, and after sometime found these:


- http://www.tutorialspoint.com/flex/flex_applications.htm

some explanation regarding objects functionality


- http://technobytz.com/introduction-to-adobe-flex.html

tutorial, that separated in chapters (tut#1, tut#2, tut#3 ...), perhaps based on general main usage


Other than videos.. Yes, there are not much tutorial in walkthrough mode on html...

Anyway, have you search for specific book(or ebook) ? it will be useful if you want to follow from the very first biggrin.png

#4995763 Create a Game Engine

Posted by on 31 October 2012 - 03:42 AM

hi, i think it's a matter of choice.
starting from the very bottom, or direct to the high-tech, depend on our own characteristic and purpose.

some want to write game and implement/sell the result soon as possible.
or, perhaps some want to experience just the game production-cycle, not into detail.
and, maybe some want to learn programming tech, or hobby in the graph-design process.

what the best suit me, so must search, listen & try/learn it.. after experience it what next to do.. i think so..

have fun in development

#4995758 C++ Function Parameter

Posted by on 31 October 2012 - 03:15 AM

yes, i also read about that too, use the by-val parameter for built-in types data, use the const-ref for class type data or large list/collection.

and additionally, a consideration when there are needs to copy that function param into local(of function block) variable, some suggested to provide the function with by-value param type.

that give me perspective now, thank you stroppy.

#4995714 C++ Function Parameter

Posted by on 31 October 2012 - 12:11 AM

i'm currently in practice with c++, i found a situation(not critical).

as i read from tutorial & article, it said that good thing in passing argument by reference, but not to change the value inside the function, is to use the constant-references as the function parameter.

in situation that i just want to pass the argument to a function just for resource only, not to change the value itself,
1. so when is the right time to use the by-value parameter ?
2. when is the time not to use the constant-references parameter ?

may anyone have suggestion..

thank you,
happy coding Posted Image