Search found 7 matches
- Thu Feb 05, 2015 7:09 pm
- Forum: Advanced Help
- Topic: More efficient game structures?
- Replies: 15
- Views: 2797
Re: More efficient game structures?
So, it's more efficient to just pass around pointers to the same thing to all of my classes that need to interact with it, then? Guess that means I've been doing it right all along then. See, it's just that each class ends up having either a really bloated constructor taking arguments for pointers t...
- Thu Feb 05, 2015 6:28 pm
- Forum: Advanced Help
- Topic: More efficient game structures?
- Replies: 15
- Views: 2797
Re: More efficient game structures?
Ah.... so that's a method of doing that. Thanks. ^_^
And why is it "bad practice", exactly? Like, what problems can it cause?
And why is it "bad practice", exactly? Like, what problems can it cause?
- Thu Feb 05, 2015 5:14 pm
- Forum: Advanced Help
- Topic: More efficient game structures?
- Replies: 15
- Views: 2797
Re: More efficient game structures?
Forward declaration usually results in more problems the few times I've tried it. Guess I'm just doing it wrong. The way I'm doing it seems to work. Having a few extra pointers never hurt anyone, right? Is there any way I can, say, make a global pointer that's assigned a value at runtime and then us...
- Wed Feb 04, 2015 9:40 pm
- Forum: Advanced Help
- Topic: More efficient game structures?
- Replies: 15
- Views: 2797
More efficient game structures?
OK, I've been trying to find out how I should do this for a long time, but I still don't quite understand it. Let's say my game has a certain structure. From my main function, I initialize a "Game Manager" class, and that class initializes a list of "Game Object" classes, all inc...
- Sun Feb 01, 2015 6:00 pm
- Forum: Advanced Help
- Topic: OpenGL - Vertex colors with lighting
- Replies: 3
- Views: 1092
Re: OpenGL - Vertex colors with lighting
Well, yeah, but I figured it was an oversight in the fixed pipeline that was fixable, and I could avoid setting up shaders for that material entirely. I'm still learning GLSL and not that good at it yet. EDIT: Like, can anyone point me to the code where the OpenGL driver interprets and sets vert col...
- Sun Feb 01, 2015 4:07 pm
- Forum: Advanced Help
- Topic: OpenGL - Vertex colors with lighting
- Replies: 3
- Views: 1092
OpenGL - Vertex colors with lighting
OK, so since OpenGL is overall better than D3D (in my opinion) and more portable, i ported my old project over to OpenGL. HOWEVER, I noticed a rather bothersome inconsistency with the Dirext3D and OpenGL driver. For some reason, if I have a model with vertex paint, (using b3d format because nothing ...
- Fri May 16, 2014 9:48 pm
- Forum: Beginners Help
- Topic: How would I make "IrrlichtDevice" universal?
- Replies: 5
- Views: 419
How would I make "IrrlichtDevice" universal?
Hey. I'm not exactly new to irrlicht, and I wasn't sure if this was a "beginner" question or not... but, I'm making a program in C++ where my classes regularly all access the same IrrlichtDevice. So far I've done this by passing the pointer to each class, but I'm not sure if this is the be...