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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++
If no one coded C++ there would be no game engines :P On Dec 20, 2007 3:34 AM, (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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