c++ - Game engine development -
I'm going to make a game engine then made some time ago. This time I want to get it right I, so I did some research into the design patterns and try to collect together the pieces to complete your goal. The idea of the game engine is simplicity, but at the same time I do not want to abandon the utility.
Here's what I am thinking, it's a blueprint, let me know whether you can see any fall in particular, in the expansion:
The target language is C ++.
First of all, read. In
The only way to do this is "to reverse the" process Next to use the engine in a game.
Second. C ++ is not Java is based on C + + object
class, and do not need it, do not try to either fit in everything legacy hierarchy. If each object is polymorphic then you are crippling yourself (everything has to be piled-up and passed to avoid the screwing by reference or pointers, for example, and this will give your code to does not clear)
in the one status is is not so, x, y, z
coordinates get receive. Put them in a coordinating class, which can be added as a member in the classroom.
The string lookup is slow, and when you are not unique to the wire, you have to handle the case. (If I accidentally combine two objects with "cube".
Why is not that much relying on plain references or pointers?
Why can not I just do the to tell the engine to pull the cube?
But in fact, the most important part of the advice is, do not try to write a shrink wrapped Game engine for later use. You really end up where you are now Going: "It should rewrite, and this time it should> right works .
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