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I was working on a physics-based systemplug-in/ extension for Unity water which would essentially be another component in Unity water called interactions. This

The goal of this extension would be implemented usingto integrate interactive physics between a series of classessolid body and the water (taking an object as the parameter as this component is to be integrated into the Water object). The

The question is, before implementation, I wanted to come up with a solidhigh-level architecture of the system and I was looking for suggestions on that. I've considered general game design but this is more of a component and mostly code so I'm not sure how game design principles fit into that.

Should I use ECS or plain and simpleam therefore, looking for a recommendation on the approach for the design of this system. Low level design using class diagrams and sequence diagrams? What approach would you guys recommend? Do I even need to create a system architecture in such or a scenariohigh-level overview using ECS or alternative techniques?

Please let me know if something is unclear in my question and needs further clarification.

Any advice would be much appreciated.

I was working on a physics-based system for Unity water which would essentially be another component in Unity water called interactions. This would be implemented using a series of classes. The question is, before implementation, I wanted to come up with a solid architecture of the system and I was looking for suggestions on that. I've considered general game design but this is more of a component and mostly code so I'm not sure how game design principles fit into that.

Should I use ECS or plain and simple class and sequence diagrams? What approach would you guys recommend? Do I even need to create a system architecture in such a scenario?

Please let me know if something is unclear in my question and needs further clarification.

Any advice would be much appreciated.

I was working on a physics-based plug-in/ extension for Unity water which would essentially be another component in Unity water.

The goal of this extension would be to integrate interactive physics between a solid body and the water (taking an object as the parameter as this component is to be integrated into the Water object).

The question is, before implementation, I wanted to come up with a high-level architecture of the system and I was looking for suggestions on that. I've considered general game design but this is more of a component and mostly code so I'm not sure how game design principles fit into that.

I am therefore, looking for a recommendation on the approach for the design of this system. Low level design using class diagrams and sequence diagrams or a high-level overview using ECS or alternative techniques?

Please let me know if something is unclear in my question and needs further clarification.

Any advice would be much appreciated.

Source Link

Architecture and design patterns for components

I was working on a physics-based system for Unity water which would essentially be another component in Unity water called interactions. This would be implemented using a series of classes. The question is, before implementation, I wanted to come up with a solid architecture of the system and I was looking for suggestions on that. I've considered general game design but this is more of a component and mostly code so I'm not sure how game design principles fit into that.

Should I use ECS or plain and simple class and sequence diagrams? What approach would you guys recommend? Do I even need to create a system architecture in such a scenario?

Please let me know if something is unclear in my question and needs further clarification.

Any advice would be much appreciated.