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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] [gameprogrammer] Re: creating and deleting a class in c++
C++ Defeats the Object... Is there a joke there somewhere?... Maybe I need to get out more (: On 20/12/2007, richard sabbarton <richard.sabbarton@gmail.com> wrote: > The answer is control, performance and preference. With C++ I use > OpenGL. I can bypass the middleman and do exactly what I want with > full control over how it is acheived. By doing this I can create > exactly what I want without any excess baggage. > > Sure, it takes a lot more time and effort to create anything in C++ > without using any 3rd party engines or libraries. I do all of my > programming for fun. I am not a pro! So surely using someone elses > code kind of defeats the object. > > There are some greate engines out there. Ogre is fantastic. And you > get the source code so that you can change anything you like/don't > like. > > I am still learning here. And, IMHO, bypassing 3rd party engines is a > great way of getting experience in what these engines are actually > doing. I may not be able to write and engine like Ogre but not using > it has told me a lot about what is going on behind the scenes. > > Regards > > Richard > > On 20/12/2007, (R)£$ǖv@M$Ħ ¢(c) $........... <theamericansushi@gmail.com> wrote: > > I have a question...: > > Why in the world would any one use C++ instead of a game engine? I mean in > > C++ you have to write tons of code just to create a sphere but in a game > > engine you can just write CreateSphere? > > > > > > On Dec 20, 2007 3:49 AM, Kevin Jenkins <gameprogrammer@rakkar.org> wrote: > > > I believe the other posters are not addressing the problem you are > > > asking. What I believe you are doing is deriving from Ogre::Entity > > > and for each instance of that you have a pointer to text. And if that > > > is the case, when what you have said is fine. > > > > > > > > > Roger D. Vargas wrote: > > > > In my project I have a class that handles text in 3d space. The class > > > > have a problem: it cant be created with an empty string, so I initialize > > > > it with the entity name. Im planning to rewrite the floating text > > > > management, except the class itself that was taken form Ogre wiki to a > > > > system that creates the text when required and destroys it when no > > > > longer displayed. > > > > What I want to know is if the following approach is valid: > > > > in Entity class constructor I assign 0 to floatText > > > > in displayText function, if floatText==0, then floatText= new floating > > text > > > > when text has expired, delete floatText, asign 0 again to floatTExt > > > > > > > > > > > > > > > > > > > --------------------- > > > To unsubscribe go to > > http://gameprogrammer.com/mailinglist.html > > > > > > > > > > > > > > > > > -- > > Reply, > > (R)(((???£ Ŝǖ"v@ˉ˘MśĦ ¢ ???)))(c) > N������z -�m������+ji����f��)�-�٥
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