Decoupling Patterns · Game Programming Patterns (original) (raw)
| ← Previous Chapter | | ≡ About The Book | | § Contents | | Next Chapter → | | -------------------------------------- | | --------------------- | | ---------------------------- | | -------------------------------- |
Game Programming Patterns
Once you get the hang of a programming language, writing code to do what you want is actually pretty easy. What’s hard is writing code that’s easy to adapt when your requirements change. Rarely do we have the luxury of a perfect feature set before we’ve fired up our editor.
A powerful tool we have for making change easier is decoupling. When we say two pieces of code are “decoupled”, we mean a change in one usually doesn’t require a change in the other. When you change some feature in your game, the fewer places in code you have to touch, the easier it is.
Components decouple different domains in your game from each other within a single entity that has aspects of all of them. Event Queues decouple two objects communicating with each other, both statically and in time. Service Locators let code access a facility without being bound to the code that provides it.
The Patterns
| ← Previous Chapter | | ≡ About The Book | | § Contents | | Next Chapter → | | -------------------------------------- | | --------------------- | | ---------------------------- | | -------------------------------- |