InSanity
Just wants the trophy
So last night I hit a pretty hard wall with my gamedev.
My engine outlived in flexibility while i was trying to lay the foundation for scriptable skills across all player controlled entities.
Having never taken on a game of this scale I never had to deal with this problem.
After some research I cam across the Entity/Component model for game design.
While this is a more common concept for C developers it goes against most of what is bred into OO devs.
I thought it would be interesting to share : Nice succinct blog post on component based architecture.
as only have ever done OO coding i must admit i refuse to believe there isnt a way to do this with OO methodology