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@@ -44,7 +44,7 @@ A lot of time spent in programming games (or software in general) is on
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designing an architecture and fitting game components to that architecture.
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Designing based on scenes replaces that approach and makes development much
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faster and more straightforward, allowing you to concentrate on the game logic
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-itself. Because most game components map directly to a scene, using a design-based on scene instantiation means little other architectural code is needed.
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+itself. Because most game components map directly to a scene, using a design based on scene instantiation means little other architectural code is needed.
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Let's take a look at one more, somewhat more complex, example of an open-world
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type game with lots of assets and nested elements:
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