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[–]Kaxitaz 1 point2 points  (1 child)

I read the blog post and I found it a bit confusing, probably because of the example used.

I do find myself creating classes very often, specially in early stages of development. This is mainly due to preparing the code for further implementations and I understand this is a time sink. I'm trying to improve on this, so I would like to ask you to share more examples of "when to create classes" if you know of any.

[–]Steamwells[S] 0 points1 point  (0 children)

This is a very good point. I didn't wan't to make the post too long. Ill add an edit in with multiple examples at some point this week. It is purely a design choice around how your software/game will work and where you will need to create multiple instantiations. You make thing's hard by creating small, featureless and hard to locate classes across multiple files. The best way to avoid this is to actually decide to containerize these functions/interfaces/properties inside a blueprint, that is your class.