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ms75214

Model–view–controller pattern

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I know the Model–view–controller pattern is popular in general programming.
 
But what about in games?
 
Is it used in games much?
 
Anyone here ever used it?
 
Thanks.
 
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M-V-C is one of many "patterns" from the non-game software industry that folks sometimes apply to games.

 

Th general problem with such approaches is that they come from the non-game software industry, and may or may not be applicable to games.

 

MVC is a business app model as i recall. 

 

Game software, otoh, is modeling and simulation software.  so one would expect "patterns" from modeling and simulation to be applicable, and "patterns" from other types of software to be perhaps less so. if you want to think of the game's data as the model, render as the view, and process_input and update as the controller (or would update be part of the model? i'd have to look up MVC again), i see no major harm. as long as it doesn't lead to unnatural code organization, and therefore unnecessary complexity.

 

me personally, i'd stick with "patterns" that come from game development- such as the "main game loop" pattern! <g>.

 

or the "render all" pattern, or the "update all" pattern.  or the "process_input" pattern.   or the "entities list" pattern, or the "world/level map" pattern.

 

THESE are the "patterns" one sees in games, not stuff like MVC.

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me personally, i'd stick with "patterns" that come from game development- such as the "main game loop" pattern! <g>.

 

or the "render all" pattern, or the "update all" pattern.  or the "process_input" pattern.   or the "entities list" pattern, or the "world/level map" pattern.

 

 

I am curious about this. Is there any source you could indicate about design patterns for games?

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Game software, otoh, is modeling and simulation software.  so one would expect "patterns" from modeling and simulation to be applicable, and "patterns" from other types of software to be perhaps less so. if you want to think of the game's data as the model, render as the view, and process_input and update as the controller (or would update be part of the model? i'd have to look up MVC again), i see no major harm. as long as it doesn't lead to unnatural code organization, and therefore unnecessary complexity.

 

me personally, i'd stick with "patterns" that come from game development- such as the "main game loop" pattern! <g>.

 

or the "render all" pattern, or the "update all" pattern.  or the "process_input" pattern.   or the "entities list" pattern, or the "world/level map" pattern.

But MVC and its variants are perfectly suitable patterns for modeling and simulation software, including games. Compared to typical business software there's only a slight shift from independent views of separate UI elements to consolidated (but often hierarchical) views of the whole game and from controllers related to user interaction with UI elements to various types of controllers (remote network players, AI agents, etc.) related to important model objects.

 

The mentioned game-related patterns are easily combined with a good model-view-controller separation: the main game loop ties together all steps of model, view and controller processing in the correct order and with the correct timing; rendering updates the view from the model; simulation updates involve only the model, which is very important; processing input is the job of some of the controllers ; lists of entities and maps are possible internal structures of the model.

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me personally, i'd stick with "patterns" that come from game development- such as the "main game loop" pattern! <g>.

 

or the "render all" pattern, or the "update all" pattern.  or the "process_input" pattern.   or the "entities list" pattern, or the "world/level map" pattern.

 

 

I am curious about this. Is there any source you could indicate about design patterns for games?

 

 

I've been following Bob Nystrom's in progress web book on this http://gameprogrammingpatterns.com/. It's easy enough to follow even as an amateur and there are already a lot of handy chapters online.

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I'd say that MVC pattern in enterprise stuff is applied because the need of having different views over the same model and persistent data. Whereas in games you'd apply it to have a clear distinction between systems as other users said said before (input, render, data).

 

It is a very "natural" pattern (like the layered architecture) so probably many apply it to some extent, knowing about it or not.

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MVC got such an ambiguous and watered down high level concept you can apply it to nearly anything, even retroactively. Imo the main takeaway from it is to not intermingle presentation, business logic and data storage so refactoring stays easier, other than that you probably wont gain much from it.

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