Timeline for Loading data for an RPG
Current License: CC BY-SA 3.0
5 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| 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 |