hahahah :) ... actually, Frank's examples and tuts were extremely helpful... his implementation went a lot further than mine and came a lot closer to OOP coding than mine does...
but i found that using his implementation required too much of a departure from both the Blitz3D procedural thinking as well as the c++ OOP way of thinking...
in short, it was too much work to code using his method... i found myself thinking more about how to do it, than about the objects and the game i was trying to create...
my lil implementation is a lot less intrusive to the natural flow of thought... although it does require that you think objects instead of functions and procedures...
--Mike
but i found that using his implementation required too much of a departure from both the Blitz3D procedural thinking as well as the c++ OOP way of thinking...
in short, it was too much work to code using his method... i found myself thinking more about how to do it, than about the objects and the game i was trying to create...
my lil implementation is a lot less intrusive to the natural flow of thought... although it does require that you think objects instead of functions and procedures...
--Mike