c'mon halo... that's not right... if anything, c++ is the very epitome of modular...
you must've been stung by visual c++ and the way it's wizards tend to distribute your code all over the place... don't confuse visual c++ with c++... first learn c++ and then use the VC++ wizards...
write c++ code in the MS compiler as if you were creating a new win32 console app first, and get used to it... then take advantage of the wizards...
or better yet, lets forget c++ entirely for the moment...
you mentioned Frank Taylor a ways back up there, and how his methods resulted in a lot of time wasted... or something along those lines...
well, lets go back to Blitz3D briefly (sorry i have no working BMAx available at the moment), and look at OOP in Blitz3D for a second... see if i can prove a point about modularity and coding at the point of the action, in an attempt to get you to see the light of OOP :)
what if you could provide a Blitz3D developer with a game engine where all he/she had to do to get a game started was to write two lines of code...
that's it... nothing else, and you've got a whole game (it doesn't do much right now, but we'll deal with that shortly)... using an OOP based game engine written in Blitz3D...
this is something like what you are doing with your game engine... right... except you have real OOP in BMAx to code with...
what if i could show you a simplified OOP game engine in the next 15 minutes (i really don't have time for this, but i feel the gods want me to spread the bible according to OOP to all the non believers... so i must do it)
--Mike
you must've been stung by visual c++ and the way it's wizards tend to distribute your code all over the place... don't confuse visual c++ with c++... first learn c++ and then use the VC++ wizards...
write c++ code in the MS compiler as if you were creating a new win32 console app first, and get used to it... then take advantage of the wizards...
or better yet, lets forget c++ entirely for the moment...
you mentioned Frank Taylor a ways back up there, and how his methods resulted in a lot of time wasted... or something along those lines...
well, lets go back to Blitz3D briefly (sorry i have no working BMAx available at the moment), and look at OOP in Blitz3D for a second... see if i can prove a point about modularity and coding at the point of the action, in an attempt to get you to see the light of OOP :)
what if you could provide a Blitz3D developer with a game engine where all he/she had to do to get a game started was to write two lines of code...
myGame.tGame=createGame("Invaders") run(myGame)
that's it... nothing else, and you've got a whole game (it doesn't do much right now, but we'll deal with that shortly)... using an OOP based game engine written in Blitz3D...
this is something like what you are doing with your game engine... right... except you have real OOP in BMAx to code with...
what if i could show you a simplified OOP game engine in the next 15 minutes (i really don't have time for this, but i feel the gods want me to spread the bible according to OOP to all the non believers... so i must do it)
--Mike