And having studied and spoken several, I must say that C++ is by far my favorite.
The more I study it and use it, the more it makes sense. The more I polish my classes, the more my grasp of the concept crystalizes and clears.
Classes are a form of structuring not only information but complex concepts, complete with their construction, operation, modification and destruction.
Of course, I read all of this about classes a long time ago when I began studying it. But many things don't really sink in until you start to experience it for yourself.
Work on kyuplex continues. In my construction of kxEditor I began running into problems and ugly casts with void *pSelectedNode. I discovered to my chagrin that void pointers can not be dynamically cast. My mess of classes was proving terribly difficult to work with.
But the solution is simple. I need to refactor all my classes to derive from irrlicht classes. In this way, I can make ISceneNode *pSelectedNode where ISceneNode is the base class for all irrlicht nodes and thus all my classes.
Furthermore I can utilize the built-in functionality of irrlicht's attribute serialization and simplify my level save/load function altogether. Something I should have done in the first place.
I've already refactored kxQuadPlane and it simplified things in several places : )
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This game rocks. (Splice) |
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