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[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
> > > >
> > >
> > >
> > >
> > >
> > > ---------------------
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> > >
> > >
> > >
> >
> >
> >
> > --
> > Reply,
> > (R)(((???£   Ŝǖ"v@ˉ˘MśĦ ¢  ???)))(c)
>
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