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Tetrad
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I make my money in C# :) Generally in that language I like to decouple everything to the high heavens using interfaces. This has served me well in enterprise code but in writing games in C# I find myself tending towards inheritance due to being able to define some default behaviors for base classes. I feel dirty doing this though, like ImI'm disobeying some architecture god who once said "favor composition over inheritance". I know its not black and white but I also feel like i could use interfaces with a bit more work and achieve roughly the same thing.

What do other people do? Is inheritance the right approach for games or should I refactor in some interfaces?

I make my money in C# :) Generally in that language I like to decouple everything to the high heavens using interfaces. This has served me well in enterprise code but in writing games in C# I find myself tending towards inheritance due to being able to define some default behaviors for base classes. I feel dirty doing this though, like Im disobeying some architecture god who once said "favor composition over inheritance". I know its not black and white but I also feel like i could use interfaces with a bit more work and achieve roughly the same thing.

What do other people do? Is inheritance the right approach for games or should I refactor in some interfaces?

I make my money in C# Generally in that language I like to decouple everything to the high heavens using interfaces. This has served me well in enterprise code but in writing games in C# I find myself tending towards inheritance due to being able to define some default behaviors for base classes. I feel dirty doing this though, like I'm disobeying some architecture god who once said "favor composition over inheritance". I know its not black and white but I also feel like i could use interfaces with a bit more work and achieve roughly the same thing.

What do other people do? Is inheritance the right approach for games or should I refactor in some interfaces?

Tweeted twitter.com/#!/StackGameDev/status/108971850188599297
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Peter Short
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Inheritance vs Composition

I make my money in C# :) Generally in that language I like to decouple everything to the high heavens using interfaces. This has served me well in enterprise code but in writing games in C# I find myself tending towards inheritance due to being able to define some default behaviors for base classes. I feel dirty doing this though, like Im disobeying some architecture god who once said "favor composition over inheritance". I know its not black and white but I also feel like i could use interfaces with a bit more work and achieve roughly the same thing.

What do other people do? Is inheritance the right approach for games or should I refactor in some interfaces?