Hmmmm....so I'd have to handle the type outside the function, is that right?
If so, that could create problems down the line! Imagine that, in the future, I add a new object type to my little engine, a "TWindow" instead of "Tentity", for instance. Every time I add something like that, I would have to revise the engine code to handle it, wouldn't I?
Is there a way to avoid that, keeping it generic enough so any type can be handled without the need to hardcode how the engine deals with it?
I'm at work now, so I can't play with it, but thanks! I'll take a look when I get home!
If so, that could create problems down the line! Imagine that, in the future, I add a new object type to my little engine, a "TWindow" instead of "Tentity", for instance. Every time I add something like that, I would have to revise the engine code to handle it, wouldn't I?
Is there a way to avoid that, keeping it generic enough so any type can be handled without the need to hardcode how the engine deals with it?
I'm at work now, so I can't play with it, but thanks! I'll take a look when I get home!