I totally understand where the flying willy is coming from. I think using the Type Keyword in the manner BMAX does is somewhat confusing, if you're familar with previous BlitzBasic Languages. IMHO, the Class Keyword would have been totally appropiate.
BMAX has some significant syntax changes which make it more similar to C++. It is almost a completely different animal then its predecessors. The introduction to Classes could 'fit' here very well.
To be honest, all the tutorials on OOP don't explain it in easy-to-understand terms. There is only a small vague definition of what object is and the books/tutorials jump into explaining inheritence, ecapsulation, yada, yada. No one goes in depth on how to identify an physical or virtual object in the first place.
I've adopted many different programming methods, disciplines, and paradigms all which use a Procedural Language like Basic.
After writting a compiler and virtual machine for my BlitzScript3D Engine I realized you simply cannot beat Assembly. Not much OOP involved with it either.
BMAX has some significant syntax changes which make it more similar to C++. It is almost a completely different animal then its predecessors. The introduction to Classes could 'fit' here very well.
To be honest, all the tutorials on OOP don't explain it in easy-to-understand terms. There is only a small vague definition of what object is and the books/tutorials jump into explaining inheritence, ecapsulation, yada, yada. No one goes in depth on how to identify an physical or virtual object in the first place.
I've adopted many different programming methods, disciplines, and paradigms all which use a Procedural Language like Basic.
After writting a compiler and virtual machine for my BlitzScript3D Engine I realized you simply cannot beat Assembly. Not much OOP involved with it either.