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

  • From: "®£$ǖ\"v@M$Ħ ¢© $..........." <theamericansushi@xxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Thu, 20 Dec 2007 17:04:57 +0530

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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