[gameprogrammer] Re: creating and deleting a class in c++

  • From: Bob Pendleton <bob@xxxxxxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Thu, 20 Dec 2007 13:25:56 -0600

On Thu, 2007-12-20 at 12:01 +0000, richard sabbarton wrote:
> C++ Defeats the Object...
> 
> Is there a joke there somewhere?...  Maybe I need to get out more (:

I do not think there is a joke out there. Instead of getting out you
might try to understand that other people have other reasons. To them,
their reasons are as correct and valid as your reasons are for you. 

                Bob Pendleton

> 
> 
> On 20/12/2007, richard sabbarton <richard.sabbarton@xxxxxxxxx> 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@xxxxxxxxx> 
> > 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@xxxxxxxxxx> 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)
> >
> Nrz
> -mjg+ji&f)+-٥
-- 
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