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    <title>Up Down Left Left</title>
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    <updated>2008-12-18T06:41:38-08:00</updated>
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    <entry>
        <title>design_pattern:finite_state_machine - changed the if-statements to a switch-statement</title>
        <link rel="alternate" type="text/html" href="http://www.updownleftleft.com/wiki/design_pattern:finite_state_machine?rev=1229379197&amp;do=diff"/>
        <published>2008-12-15T14:13:17-08:00</published>
        <updated>2008-12-15T14:13:17-08:00</updated>
        <id>http://www.updownleftleft.com/wiki/design_pattern:finite_state_machine?rev=1229379197&amp;do=diff</id>
        <summary>Motivation

If you need to represent multiple states and transitions between them. For instance, your game has can be running, paused, over, and showing credits with a set of possible conditions which moves from one state to another. When your game approaches this level of complexity it behooves you to adopt this pattern.</summary>
    </entry>
    <entry>
        <title>design_pattern:start - adding patterns to list</title>
        <link rel="alternate" type="text/html" href="http://www.updownleftleft.com/wiki/design_pattern:start?rev=1229242165&amp;do=diff"/>
        <published>2008-12-14T00:09:25-08:00</published>
        <updated>2008-12-14T00:09:25-08:00</updated>
        <id>http://www.updownleftleft.com/wiki/design_pattern:start?rev=1229242165&amp;do=diff</id>
        <author>
            <name>aschearer</name>
        </author>
        <summary>*  Animatable
	*  Abstract Entity
	*  Entity
	*  Finite State Machine
	*  EntityGroup
	*  Proxy
	*  Observer
	*  MVC
	*  Ray Casting</summary>
    </entry>
    <entry>
        <title>design_pattern:entitygroup - revamping the page.</title>
        <link rel="alternate" type="text/html" href="http://www.updownleftleft.com/wiki/design_pattern:entitygroup?rev=1229241864&amp;do=diff"/>
        <published>2008-12-14T00:04:24-08:00</published>
        <updated>2008-12-14T00:04:24-08:00</updated>
        <id>http://www.updownleftleft.com/wiki/design_pattern:entitygroup?rev=1229241864&amp;do=diff</id>
        <author>
            <name>aschearer</name>
        </author>
        <summary>Motivation

You have implemented the entity pattern but you are finding that as the number of game objects grow your code is becoming increasingly complex and unwieldy as you update and render each entity. You want to add the ability to add and remove game objects dynamically.</summary>
    </entry>
    <entry>
        <title>design_pattern:proxy - filling in details for proxy pattern.</title>
        <link rel="alternate" type="text/html" href="http://www.updownleftleft.com/wiki/design_pattern:proxy?rev=1229240585&amp;do=diff"/>
        <published>2008-12-13T23:43:05-08:00</published>
        <updated>2008-12-13T23:43:05-08:00</updated>
        <id>http://www.updownleftleft.com/wiki/design_pattern:proxy?rev=1229240585&amp;do=diff</id>
        <author>
            <name>aschearer</name>
        </author>
        <summary>Motivation

You need to operate on one or more objects but don't want to introduce special cases to your code. You designed an interface to operate on a single object but later discovered it needs to operate on a collection, and it's not easy to fix things. You want to to present a collection of objects as a single object to other classes.</summary>
    </entry>
    <entry>
        <title>start - adding entity group to list of patterns.</title>
        <link rel="alternate" type="text/html" href="http://www.updownleftleft.com/wiki/start?rev=1229222596&amp;do=diff"/>
        <published>2008-12-13T18:43:16-08:00</published>
        <updated>2008-12-13T18:43:16-08:00</updated>
        <id>http://www.updownleftleft.com/wiki/start?rev=1229222596&amp;do=diff</id>
        <author>
            <name>aschearer</name>
        </author>
        <summary>In software development a design pattern is a reusable solution to a common problem. Usually, design patterns are the domain of experienced programmers who have worked on a number of projects. This experience allows the developer to identify trends and abstract a pattern. Experienced programmers know design patterns intuitively and understand that they are an important part of their toolbox. The right pattern allows them to focus on their work without making common mistakes or reinventing the wh…</summary>
    </entry>
    <entry>
        <title>design_pattern:entity - Links to design_pattern:level changed to design_pattern:entitygroup</title>
        <link rel="alternate" type="text/html" href="http://www.updownleftleft.com/wiki/design_pattern:entity?rev=1229222460&amp;do=diff"/>
        <published>2008-12-13T18:41:00-08:00</published>
        <updated>2008-12-13T18:41:00-08:00</updated>
        <id>http://www.updownleftleft.com/wiki/design_pattern:entity?rev=1229222460&amp;do=diff</id>
        <author>
            <name>aschearer</name>
        </author>
        <summary>Motivation

You want to create multiple objects in a game which need to be rendered and interact with each other. However you are finding that your various game objects share most of the same information and behavior.

Description

The entity pattern describes an interface to encapsulate the properties and behavior common to all game objects. For example, in almost every game the game objects have a position and dimensions to keep track of. Additionally, game objects generally need to perform a …</summary>
    </entry>
    <entry>
        <title>design_pattern:grid - created</title>
        <link rel="alternate" type="text/html" href="http://www.updownleftleft.com/wiki/design_pattern:grid?rev=1229220716&amp;do=diff"/>
        <published>2008-12-13T18:11:56-08:00</published>
        <updated>2008-12-13T18:11:56-08:00</updated>
        <id>http://www.updownleftleft.com/wiki/design_pattern:grid?rev=1229220716&amp;do=diff</id>
        <author>
            <name>aschearer</name>
        </author>
        <summary>Motivation

You have a lot of objects in your game and it is becoming costly to check each object against the rest for collisions. You want to answers to more complex physical queries than “Does A intersect B”. You would like a to perform some sort of path finding.</summary>
    </entry>
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