作为申请开发商,我花了很多时间,担心把业务逻辑与用户界面/观点分开。 但我注意到,在游戏发展中,这似乎不那么令人关切。 我经常看见Gis/Screen/Scene等充满游戏逻辑的课堂,或载有绘画方法的运动员/空间Ship/etc班。
从纯净观点看,航天器的行为和性质将与负责使该船登上舱位的物体分开(除非一米错误)。
我非常有兴趣听取人们对此的看法。 你们在游戏中遵守这些准则的程度如何?
作为申请开发商,我花了很多时间,担心把业务逻辑与用户界面/观点分开。 但我注意到,在游戏发展中,这似乎不那么令人关切。 我经常看见Gis/Screen/Scene等充满游戏逻辑的课堂,或载有绘画方法的运动员/空间Ship/etc班。
从纯净观点看,航天器的行为和性质将与负责使该船登上舱位的物体分开(除非一米错误)。
我非常有兴趣听取人们对此的看法。 你们在游戏中遵守这些准则的程度如何?
从逻辑、模型和其余部分中明确分开使用代码。 它尤其有助于你为其他业务系统撰写一个不同的发动机,因为如果代号为
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