Static class hierarchy, component based or something else?

Discussion in 'Planetary Annihilation General Discussion' started by bbf, January 3, 2013.

  1. bbf

    bbf New Member

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    Since it seems that TA -> SC -> PA has always evolved and attempted new techniques in programming, like Flow Fields, I was wondering:
    What approach are you guys using regarding the game objects?
    The old static class hierarchy, which sometimes become a huge dependency hell.
    A component based design which seems to be today's regular approach.
    Or something new that hasn't been much explored yet.

    I read some posts regarding the network engine being based on curves, which I assume that are using function as updates, instead of absolute values. Is that it?

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