--- leming <[EMAIL PROTECTED]> wrote: [SNIP] > The modularity and flexibility is something I was looking for, although I > do not mind using the current struct setup. I have programmed mods for > Half-Life and other such games before.. and thinking of their class setups, > was wondering if it was worth the time to go through the code changing the > structs slowly over to a class system. If performance would be the same > (or even better), I would surely take the time, although I would not obsess > with it, ignoring actual game play that needs to be programmed in.
I wasn't trying to disuade you from redesigning using classes and OO design. I was just pointing out that the gains in doing so aren't usually in memory and processing speed, they are in reusability, flexability, and ease of development. I can certainly see advantages in using C++ in muds, particularly for it's polymorphism features which are much more cludgy to accomplish with standard C. So if you want to do it, go for it. But don't look to performance as your only benchmark, or you would be overlooking the major advantages of OO design. ~Kender ===== -----BEGIN GEEK CODE BLOCK----- Version 3.1 GCS/L/C/O d-(+) s++:+ a-- C+++$>++++ UBLS++++$ P+++(--)$ L++>+++ E--- W+>++$ N !o K? w(--) !O M- !V PS+ PE(++) Y+ PGP->+ t- 5 X+() R(+) tv+@ b++(+++) !DI+++ D G(-) e>+++$ h---() r+++ y+++ ------END GEEK CODE BLOCK------ __________________________________________________ Do You Yahoo!? Yahoo! Games - play chess, backgammon, pool and more http://games.yahoo.com/

