Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
The next mainstream programming language: a game developer's perspective
Conference record of the 33rd ACM SIGPLAN-SIGACT symposium on Principles of programming languages
Parallel processing between GPU and CPU: Concepts in a game architecture
CGIV '07 Proceedings of the Computer Graphics, Imaging and Visualisation
Component based game development: a solution to escalating costs and expanding deadlines?
CBSE'07 Proceedings of the 10th international conference on Component-based software engineering
Explicit domain modelling in video games
Proceedings of the 6th International Conference on Foundations of Digital Games
A methodology on extracting reusable software candidate components from open source games
Proceeding of the 16th International Academic MindTrek Conference
Building an HLA-Based Distributed Simulation: A Metadata Approach
DS-RT '13 Proceedings of the 2013 IEEE/ACM 17th International Symposium on Distributed Simulation and Real Time Applications
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Most game engines are based on inheritance of game objects and/or componentization of behaviors. While this approach enables clear visualization of the system architecture, good code reuse, and fast prototyping, it brings some issues, mostly related to the high dependency between game objects/components instances. This dependency often leads to static casts and null pointer references that are difficult to debug. In this article we propose the use of the dependency injection design pattern to safely initialize game objects and lessen the programmer's role in handling these issues both during the prototyping and production phases. Since these dependencies are attributes of game objects and the injection occurs only at the initialization pass, there is no performance penalty at the game loop.