Mini-kernel should be named Scheduler
a kernel is made up of memory managment, IO and scheduling.
Here only (real-Time) scheduling is intended.
The controler is the proces being excuted.
It could also be named behavior or ability if you look at it from the model perpective.
Model could be beter named Entity as it''s less confusing with 3d models. (unless you''re a database programmer who used Entity Relationship Diagramm''s but what are you doing in games then?)
By the way I''ve been developing a game framework based on design patterns in UML (Rose) for about 2 years now and I''ve encountered a lot of the patterns discribed. Would anyone like UML samples.
Read operating systems and concepts by silberschatz for more on scheduling. Especialy if you want to prioritise certain tasks.
(chapter 5 CPU SCheduling and everything from part 2 Process managment)
This might all seem a bit far out but writing a game is like writing an OS er even a whole new dimension.
If you want to play god,
play it right,
it''s not that hard.
Marcel
quote: Original post by Marcel
By the way I''ve been developing a game framework based on design patterns in UML (Rose) for about 2 years now and I''ve encountered a lot of the patterns discribed. Would anyone like UML samples.
Yes, please. It''s always good to have more resources at one''s fingertips.
If you submit the UML samples to me, I''ll put them on the site.
Kevin
Kevin
Admin for GameDev.net.
I have to clear some issues with my current employer before I can (partly) release the UML designs.
I think I can work it out because it''s an intership and I developed the pattern stuff mostly before I started my work.
(by the way, it''s an editor focusing mainly on flexibility)
Well I''ll let you know what commes up..
I think I can work it out because it''s an intership and I developed the pattern stuff mostly before I started my work.
(by the way, it''s an editor focusing mainly on flexibility)
Well I''ll let you know what commes up..
Marcel
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