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Architecture Reference Documentation: Or How To Use PPB #630
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1. What is an event | ||
2. Event classes | ||
1. dataclasses/attr classes |
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reminder that using dataclasses
isn't a requirement. it's just an easy way to make a data bag.
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That's as much a suggestion/how we do it as anything. But will keep in mind.
This document is an overall reference of what ppb is, how it's organized, and | ||
how to use the various pieces. | ||
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The Conceptual Necessities |
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This section is really well written -- I love it!
Only suggestion I have is to perhaps put a list of all the major topics to be covered right up front, something like:
- GameObject
- GameEngine
- Systems
- Scenes
- Events
- Assets
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.. _arch-the-basics: | ||
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Put some introduction here. |
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I might suggest including something like:
"Games developed using PPB are generally made of Sprites organized into a hierarchy of Scenes. These Sprites behave according to rules laid out in Systems, and communicate via Events. Sprites load Assets from storage. A special GameObject manages Time and another handles the virtual Camera."
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In thinking about it, a paragraph like this might mean the list I suggested above is not needed.
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Supported inputs | ||
what the flags look like | ||
reasoning for uncommon names (button.Primary, Secondary, Tertiary) |
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I really like that this "reasoning for uncommon names" is included.
Doesn't need to be long, but this is the sort of "getting inside the library maintainer's head" thing I find super valuable!
Goal of this document is going to be addressing all the moving pieces of ppb, all of their relationships, in a prose style.
At the moment, this is just outlines and some thoughts on critical warnings or instructions to include. Open to all feedback.