From 7b9fd7394004d3ce20e3bd3c983abae1f70f7a69 Mon Sep 17 00:00:00 2001 From: Evan Hemsley <2342303+ehemsley@users.noreply.github.com> Date: Tue, 21 May 2019 18:23:06 -0700 Subject: [PATCH] some more architecture quips --- content/why/architecture/mess.md | 2 ++ content/why/architecture/oop.md | 2 +- 2 files changed, 3 insertions(+), 1 deletion(-) diff --git a/content/why/architecture/mess.md b/content/why/architecture/mess.md index 6e352b3..4509223 100644 --- a/content/why/architecture/mess.md +++ b/content/why/architecture/mess.md @@ -18,4 +18,6 @@ The key characteristic of this structure is that there almost doesn't seem to be Shockingly, some game engines and frameworks not only fail to prevent this kind of architecture, they actually *encourage* it! +"But *I* know where everything is!" Tell that to yourself three months from now. + I don't need to say much more about this kind of architecture. It's obviously bad. Let's move on. diff --git a/content/why/architecture/oop.md b/content/why/architecture/oop.md index f2f015a..0d4603c 100644 --- a/content/why/architecture/oop.md +++ b/content/why/architecture/oop.md @@ -4,7 +4,7 @@ date: 2019-05-21T15:54:18-07:00 weight: 20 --- -*They call it OOP because it was a mistake. --Unknown* +##### *They call it OOP because it was a mistake. --Unknown* You are probably very familiar with OOP, or object-oriented programming, as a game designer. It is the structural idea behind most games as they are written today, though this is slowly changing.