Re: About C#. Keys

@Ethin
Of course, if you need FPS  precision a gui is the worst solution that can you take, but as I said on my previous post, not all games need FPS precision. Various genres can live without them.

About divide and conker, the example of various languages isn't good, but almost for me, is one the best practise that I use when I'm programing, and I learned at the university.
Try your keep code the simplest possible, dividing all the task in atomic subtask. And the things that are aparentli unrelated between them, is a good practice.
Example, game logic, input logic, graphics logic, network logic, and sound logic. And if you want to go deeper you can divide your game logic in more smallest logics. the last step is find a good mechanism to comunicate all engines to have a complete engine. But is a good practice have all components separated.

Write for example in one class the code for your main world map, and mix with that the code for render the map things on the screen, you can end with a beauty spaghetti code.

But, well. experiences are experiences, and at the end of the way, each team choose how have to program their projects.

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