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Timeline for Loading data for an RPG

Current License: CC BY-SA 3.0

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May 6, 2011 at 14:28 comment added user744 (I'd do what Kylotan says as well, I'd still call that a flyweight object.)
May 5, 2011 at 12:23 comment added Kylotan As Joe says, the Flyweight pattern is one way to present this, by implicitly sharing that 'type' data across the instances. I personally prefer to represent them explicitly, eg. with a MonsterInstance class and a MonsterType class. Each instance of MonsterInstance has a reference to its relevant MonsterType instance.
May 5, 2011 at 9:16 comment added user744 @timfreilly: I have a sample class hierarchy for an item system like Kylotan describes at gamedev.stackexchange.com/questions/4516/…; this is often called the flyweight pattern.
May 5, 2011 at 1:24 comment added timfreilly I could use some additional information there. How to you code this difference?
May 5, 2011 at 0:21 history answered Kylotan CC BY-SA 3.0