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					@ -6,9 +6,7 @@ weight: 20
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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.
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					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.
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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*.
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					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.
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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.
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Unfortunately, things aren't quite this simple when it comes to more complex games.
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					Unfortunately, things aren't quite this simple when it comes to more complex games.
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