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I think that COP seems great for my task (and for other games) because it makes all the static compile-time coupling more runtime and dynamic, but it sacrifies a lot for it: the intelligibility, the pretentiousness of code, because now you see

I think that COP seems great for my task (and for other games) because it makes all the static compile-time coupling more runtime and dynamic, but it sacrifies a lot for it: the intelligibility, the pretentiousness of code, because now you see

I think that COP seems great for my task (and for other games) because it makes all the static compile-time coupling more runtime and dynamic, but it sacrifies a lot for it: the intelligibility of code, because now you see

changed title, removed all the phylosophical parts and secondary questions
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What is the best way to design a complex Component oriented programming for rich RPG world?

The phylosophical part

Looks like there are no neither properties nor behaviour in the real world. I mean, for example, that concrete object box belongs to class Boxes, that consist of all the boxes in the whole world, and if the box is black, than it is the member of class Boxes and Black Things and Black Boxes also. And if you paint your box to white it is kinda nothing more than change of class from Black Things to White Things.

In phylosophical sense, for me, when we use COP instead of classical OOP, we just shift not only from compile-time, but from holism to reductionism.

I tried to reflect myself and noticed, that I percieve the objects as a whole, but all the behaviour come from parts and aspects of that objects. For example, when I look at the guitar, the guitar form-symbol in my brain reacts to the some kind of hammer-like form, which is connected to can be used to hit something and so on. Sadly, I can't imagine how to implement even a part of that complexity in the code.

Sorry for such long introduction, I just wanted to clarify the problem as much as possible.

The main question (s)

  1. Are there some ways to go from that point? Maybe some advices, books or resources.
  2. What if I take a COP as basis. Are there any possibilities to adapt the paradigm for my needs and turn it into something different?

Sorry for long introduction again,Are there modern extensions of COP so far or should I just can't help thinking about the question and want to get feedback from people.use another paradigm for my problem?

What is the best way to design a complex rich RPG world?

The phylosophical part

Looks like there are no neither properties nor behaviour in the real world. I mean, for example, that concrete object box belongs to class Boxes, that consist of all the boxes in the whole world, and if the box is black, than it is the member of class Boxes and Black Things and Black Boxes also. And if you paint your box to white it is kinda nothing more than change of class from Black Things to White Things.

In phylosophical sense, for me, when we use COP instead of classical OOP, we just shift not only from compile-time, but from holism to reductionism.

I tried to reflect myself and noticed, that I percieve the objects as a whole, but all the behaviour come from parts and aspects of that objects. For example, when I look at the guitar, the guitar form-symbol in my brain reacts to the some kind of hammer-like form, which is connected to can be used to hit something and so on. Sadly, I can't imagine how to implement even a part of that complexity in the code.

Sorry for such long introduction, I just wanted to clarify the problem as much as possible.

The main question (s)

  1. Are there some ways to go from that point? Maybe some advices, books or resources.
  2. What if I take a COP as basis. Are there any possibilities to adapt the paradigm for my needs and turn it into something different?

Sorry for long introduction again, I just can't help thinking about the question and want to get feedback from people.

Component oriented programming for rich RPG world

Sorry for such long introduction, I just wanted to clarify the problem as much as possible.

The main question

Are there modern extensions of COP so far or should I just use another paradigm for my problem?

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