Godot Game Architecture: 7 Tips for Extensible, Readable, Testable Game Code
Автор: hoveringskull
Загружено: 2026-04-21
Просмотров: 25798
Описание:
In which we discuss the nature of good code and fix up a sloppy old Tetris-like. Sometimes refactoring can be a bit of an overkill, but here are some high-value architecture and code-style practices you could take on for pretty much any type of game. I'm working in Godot with GDScript right now, but I think the principles hold pretty well across languages and even engines.
Agree? Disagree? Scream at me in the comments!
GitHub Links:
Before: https://github.com/hoveringskull/bloc...
After: https://github.com/hoveringskull/bloc...
0:00 Intro
0:43 Why refactor our code?
2:51 Characteristics of "good code"
4:54 The tight-coupling problem
7:25 Case study
8:16 Problem 1: Over-reliance on global autoloads
8:37 Problem 2: The signal hub
8:51 Problem 3: Ad-hoc scene structure
9:00 Problem 4: Pointless file structure
9:25 Problem 5: Dynamic typing
9:36 Problem 6: No clear style guide
10:25 A warning against being seduced by the beautiful song of refactoring
10:51 Converting to static typing
13:22 Segregating game state
15:14 A context-based hierarchical scene architecture
18:16 Simple dependency injection to replace global autoloads
21:23 Busting up the signal hub
22:25 Restructuring file system to express feature encapsulation
25:24 Unit testing, now much easier due to our changes
28:56 Conclusion
See also:
• Better, faster GDScript through Static Typing
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