In the previous article of this mini-series I talked about the problems inherent in MonoGame (and other Game Engines) that effectively prevent Dependency Injection (DI). During the development of Clean Space I made several attempts to resolve this particular issue, and in this article I want to describe the first (pretty crude) mechanism I put together.
Articles with tag: game-loop
Quite some time ago, following a short and shallow review of the game development industry, I started writing a game; Clean Space. Work on the game is ongoing and I have learned an incredible amount so far. Whilst I’ll happily talk the ears off of anyone in proximity that shows but a hint of interest, I’ve done very poorly at writing down some of the lessons I’ve learned throughout the course of Clean Space’s development. So, in this article, I want to talk about “The Game Loop”, how it fits into major Game Engines, and why I very quickly came to the conclusion that it is wrong.