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