Well I certainly have a better understanding of the Proxy pattern. PS... please get dark mode setup again. The old theme was so much easier to see. Back to the pattern. I've seen this before I think it was used to manage pointers to maps for ease of use but it's been a while. Each map was an game entity storage such as item, consumable, entity, and so forth. The Proxy class was designed to work with pointers to each map but allowed a single interface to the iterators or something. Bit foggy but I'll have to go look for it again! Thanks for the video and loving the series.
ah yes dark mode. I'll do that before the next one. Thanks for the comment. Some of these patterns end up being pretty close to each other in form, with a few small differences.
Thanks for the explanation.
Well I certainly have a better understanding of the Proxy pattern. PS... please get dark mode setup again. The old theme was so much easier to see. Back to the pattern. I've seen this before I think it was used to manage pointers to maps for ease of use but it's been a while. Each map was an game entity storage such as item, consumable, entity, and so forth. The Proxy class was designed to work with pointers to each map but allowed a single interface to the iterators or something. Bit foggy but I'll have to go look for it again! Thanks for the video and loving the series.
ah yes dark mode. I'll do that before the next one. Thanks for the comment. Some of these patterns end up being pretty close to each other in form, with a few small differences.