It was me,
I stopped posting advice, because it became clear that you were going to treat Bmax Types as slightly better b3d types, and not as contained objects.
That is, things like this
So I felt it better to not post, because it was just a matter of opinion, and
1) Your stuff was working
2) When you ignored it the first time, I felt that you probably didnt really understand why I was saying it, and I know I couldnt expain it any better
Type aType Global List:Tlist= New TList Method New() BrickList.AddLast(Self) End Method Function Create:aType() Return New AType.Allocate() End Function Method Allocate:aType() allocate stuff End Method End TypeThe reason becomes clear when you come to extend this type, because then you have access to The super.allocation (I called it setup last time
I stopped posting advice, because it became clear that you were going to treat Bmax Types as slightly better b3d types, and not as contained objects.
That is, things like this
For i=1 To NUMBER_OF_BRICKS Brick:TBrick = New TBrick ListAddLast BrickList,Brick Brick.Create() Nextwould not have been in open/main code, and listadd would be inside TBrick.new() and Create would contaied the new. And the Draw commands would have been in AType.Draw etc.
So I felt it better to not post, because it was just a matter of opinion, and
1) Your stuff was working
2) When you ignored it the first time, I felt that you probably didnt really understand why I was saying it, and I know I couldnt expain it any better