i need a smoke break... but after that i'll procede to tidy things up and enhance what i've got... then the core OO engine will be put in the archives for everyone to take a look at and have a good laugh, or use for a project...
i'll whip up a reference manual or something and add a few basic subclasses to the tObject class that predominates the thing, and put it up for you to have fun with...
it's really nothing earthshattering... no advanced algorithms (although i was tempted to include octothorpe's hashing routines), just a simple means for me to wrap mind head around Blitz3D in an OO fashion, like i'm used to... for me, embarking on a project using procedural BASIC is like jumping into a lake full of aligators... i just can't do it any longer... and i've tried...
once the core engine is done, i don't have to really be bothered with what is spinning around in the source... like anyone else who uses this, i just have to go by the rules i set up, and try to code something that resembles a game... using objects :)
anyways... that's it... thx for all the help guys...
--Mike
i'll whip up a reference manual or something and add a few basic subclasses to the tObject class that predominates the thing, and put it up for you to have fun with...
it's really nothing earthshattering... no advanced algorithms (although i was tempted to include octothorpe's hashing routines), just a simple means for me to wrap mind head around Blitz3D in an OO fashion, like i'm used to... for me, embarking on a project using procedural BASIC is like jumping into a lake full of aligators... i just can't do it any longer... and i've tried...
once the core engine is done, i don't have to really be bothered with what is spinning around in the source... like anyone else who uses this, i just have to go by the rules i set up, and try to code something that resembles a game... using objects :)
anyways... that's it... thx for all the help guys...
--Mike