From d47a6240fefa1e54a4f8d7ff88dca9bcf3e64e17 Mon Sep 17 00:00:00 2001 From: Evan Hemsley Date: Mon, 27 Jul 2020 20:55:17 -0700 Subject: [PATCH] slight revisions --- content/why/architecture/actor_model.md | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/content/why/architecture/actor_model.md b/content/why/architecture/actor_model.md index fc205f1..df95930 100644 --- a/content/why/architecture/actor_model.md +++ b/content/why/architecture/actor_model.md @@ -6,9 +6,7 @@ weight: 20 You are probably very familiar with the Actor Model as a game designer. It is the structural idea behind most of the game code I have seen, though this is slowly changing. -The Actor Model is, unsurprisingly, a structure based on the concept of **Actors**. An Actor is an object which contain both data, referred to as *properties*, and logic, referred to as *methods*. - -Object orientation is an intuitive idea when it comes to building simulation-oriented applications such as video games. We think of each "thing" in the game as a self-contained Actor which can be acted upon externally via methods. For example, in the game Asteroids, we could think of the game this way: the ship is an Actor, the bullets the ship fires are Actors, the asteroids are Actors, and so on. +The Actor Model is, unsurprisingly, a structure based on the concept of **Actors**. An Actor is an object which contains both data, referred to as *properties*, and logic, referred to as *methods*. It is an intuitive idea when it comes to building simulation-oriented applications such as video games. We think of each "thing" in the game as a self-contained Actor which can be acted upon externally via methods to manipulate their state. For example, in the game Asteroids, we could think of the game this way: the ship is an Actor, the bullets the ship fires are Actors, the asteroids are Actors, and so on. Unfortunately, things aren't quite this simple when it comes to more complex games.