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Reddit mentions of Data-oriented design: software engineering for limited resources and short schedules
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- Pencil Case based on the much loved snack
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it is common to not use oop patterns in game programming for performance reasons, even in c++ where you could oop if you wanted to. read up on entity component systems for one approach. totally compatible with monogame. you can do whatever you like inside its draw and update loops. you dont have to extend its gameobjects or anything.
DUs are often a fine alternative to OOP patterns. fill an array with entities, match to get which type, call a different function for each.
functions are a one liner interface
this book :
https://www.amazon.com/dp/1916478700/ref=cm_sw_r_cp_awdb_t1_tBiyCbZWNC42V
has really neat info on oop alternatives despite being geared toward c developers
you will usually want to mutate gamestate if performance is a concern but you may not have to. again monogame isnβt leading you one way or the other here.