I thought more game developers prefer OO...
To bring it back (way back) take a look at moocode (who here programmed in a
MU*)
Or to bring it up, look at director lingo script
I recently made a game in director, you were a guy who walked around a maze
with a laser rifle trying to explode these buzz saws before they killed you.
I am familair to OO (thanks to moocode) and I knew that director supported
programming in OO, but since I didn't know how to script it in director I
was forced to build the game non-oo.
So my buzz saws all did the same action, they would approach the person.
Once that person intersected them they would kill it. And one laser shot
killed it.
Had I developed it in OO, i could create a list of things like:
$generic_buzzsaw
verbs:
hit
die
move
properties:
buzz_saw_delay_factor: 4
buzz_saw_speed: 2
buzz_saw_strength: 5
buzz_saw_image: 3
Therefore I could re-use the one parent ($generic_buzzsaw) and create the
children that had different effects to them... without having to cut and
paste the code and changing a few variables around for each difference.
*shrug*
oh, if anyone wants the game i can put it out on my web site, (its pretty
cheesy)
-----Original Message-----
From: Dave Watts [mailto:[EMAIL PROTECTED]]
Sent: Monday, October 02, 2000 11:07 AM
To: CF-Talk
Subject: RE: Fusebox [CF-Talk]
> Why are people so hell bent on OO, lets face it OO seems to
> be a good idea. But good ideas cost us in the long run. Lets
> look at c++ for instance, before c++ was introduced programs
> where smaller memeory wasn't and issue and hard drive space
> either was not an issue. Then somwhere along the lines we began
> coding with OO, then we needed 10 times as much memory and now
> we need thousands more hardrive space.
People are "hell bent" on OO because it solves quite a few problems, and in
cases where it's the appropriate answer, the fact that OO code is less
efficient from a performance standpoint is outweighed by its advantages.
> Ask a games developer what the prefer and you will find that
> they opt out of oo big time, remember that when you inheret a
> class you inherit everything about that class everytime you
> need it. So this means that the code runs slower becuase it
> has more work to do, it becomes larger because it has more
> code that is compiled that is maybe not needed.
While I respect game developers as much as anyone else does, asking a game
developer what they prefer is relevant if you want to develop games, but not
necessarily if you want to develop business applications.
Game developers build applications which fit within a specific niche - where
performance and efficiency count more than anything else. They can't afford
to waste resources in storage or calculation.
Business developers, on the other hand, build applications within a
different niche - where maintenance and extensibility count more than
anything else. They can't afford to build applications that are so low-level
and tightly written that they can't be maintained.
I'm a big fan of Quake, but I don't think people will be playing it twenty
years from now. A successful business application may well be in existence
that long, or longer - just ask all the COBOL developers who were patching
applications last year!
Dave Watts, CTO, Fig Leaf Software
http://www.figleaf.com/
voice: (202) 797-5496
fax: (202) 797-5444
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