The truth behind Inversion of Control – Part V – Entity Component System design to achieve true Inversion of Flow Control
Entity Component System design to achieve true Inversion of Flow ControlRead More →
In this article, I will explain the previously introduced Inversion of Flow control, then I will illustrate how to apply it in OOP and how this can be best achieved using the Entity Component System design. While ECS design apparently seems to have nothing to do with Inversion Of Control,Read More →
If you got here from my previous articles, you may have still many questions unanswered, with one possibly being: why is an IoC container called Inversion Of Control Container? The first answer is: because someone chose historically a bad name[1]. The serious answer is: IoC containers take away the responsibilityRead More →
There is a wicked truth behind the use of an Inversion of Control container, an unspoken programming tragedy that takes place every day. Firm in my intentions to understand better the severe consequences of using an IoC container in game development, I decided to write this series of articles thatRead More →
If it’s the first time you visit my blog, please don’t forget to read my main articles on the subject before to continue this post: http://www.sebaslab.com/ioc-container-for-unity3d-part-1/ http://www.sebaslab.com/ioc-container-for-unity3d-part-2/ It’s finally time to share the latest version of my Inversion of Control container, which I named Svelto IoC, which I will keep updatedRead More →
Unity is a good game development tool and honestly, I like most of its features. However, the programming framework is awkward to use on big projects where code maintainability is of fundamental importance. As you may have guessed, the following considerations in this article do not apply to simple projectsRead More →
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