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Joined 1 year ago
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Cake day: July 8th, 2023

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  • It is classic internet outrage complely disconnected from what smaller game devs have to go through. Don’t get in the way of a good internet outrage as a legit, actual gamedev who knows why this is damn near impossible, or you’ll get downvoted.

    The whole argument of leaving Unity hinge on the fact that Godot is a close replacement, it is not.







  • It does not get more complicated to split your example. What gets more complicated is giving all sort of unrelated responsabilities to a single class, simply because it is the path of least resistance.

    In your example, all you need is an extra module listening for configuration changes and reacting to it. This way you leave your context-specific logic out of your data model, no need for cyclic dependency. There are so many downsides to cyclic dependency, to justify it because splitting your logic is “too complicated” really isn’t a strong argument.