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I've been wrestling with a problem in a Java project about circular references. Java isn't Python. Circular references do not cause any kind of problem in Java. Time spent eliminating perfectly natural circular references in Java is time wasted. I coded this up [...] but the problem is that it's full of circular references. I implemented it back ...


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Despite being a god object, if you always feel that the code you're writing is suitable for the role of BridgeConsole, then the problem is with the name! Rename it something more specific, and separate the other tasks into their respective classes. It is easier said than done, so perhaps it would be simply easier to rewrite the class from scratch. Before ...


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A browser rendering stack seems to be a very heavyweight solution just for a UI. One of the main attractions to Unity3d, for instance, is the cross-platform support of mobile platforms. Packing the entire browser stack in a mobile game when you could have just drawn some native widgets is a waste of resources. But if you don't mind the hit to performance, ...


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Don't get trapped by premature optimization. You have to weigh any gains against the increased cost of development and maintenance. The later of the two is the killer. Modern computers have an incredible amount of memory. How large is the instantiated object you are looking to deduplicate. 1KB? less? Over-engineering a system to save bytes of memory ...


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This sounds very similar to a flyweight pattern. What you do is create ability objects that hold the data defining what that ability is and store them in an object pool for easy reuse. The owner does not directly contain an ability, it creates an object that encapsulates the ability but with owner-specific state such as the current cooldown or any other ...


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1. No. You can do a LOT in game development with only the most shallow knowledge and understanding of Computer Science. You don't need CS knowledge to do graphic design, nor do you need it for most 3D design. You don't need CS to tell a story, which is essentially what most quest games do. You don't need CS to think about game-play and usability, and design ...


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The short answer is yes. It depends on the complexity and innovation of the game being designed. Some games, say, Gravity Master, looks simple enough but actually requires a rigid body physics solver. All games involve programming; software with increasing functionality requires more programming, which I hope is obvious to you. The majority of games ...



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