Adventures in Game Development Chapter 17 Part 4
Uploader Comments (GyroVorbis)
Top Comments
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@PkpMeDiC Haha, thanks, man! We live in Huntsville, Alabama. (US)
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1. I've been watching your Videos for about an hour and a half.
2. The entire time I've been watching them, I've been Intrigued, and have been laughing my ass off.
3. Where do you guys live at?
All Comments (167)
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@johnvasgird They are. They are updating everyone on Facebook and twitter.
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Are you guys still working on this project?
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@Wazzup800 ROFL
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@GyroVorbis yeahh ummm did you get the memo for the tps reports?
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These videos are very humbling.
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The C approach was right in this case. I like what you did. I was planning to do something similar, but adding an exception class. Are you using exceptions in your engine? I found them to be useful.
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you guys should make a gay porno...
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@TompanX *make. lol :P
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Cant wait to see Marcel's hair line in part 18.
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@TompanX huh?
Proposal 3#:
Have a Abstract Base Debug Class with a DC and QT implementation, Use static (compile time) polymophism.
Pass a pointer to all classes which need access to the debugger (or if you are lazy use a global).
Faster and cleaner code than both of your solutions.
Besides why do you need a different Debug System on both , can't you just use the std I/0 (either the C++ or the C version)?
thecomputergurukid 7 months ago
@thecomputergurukid Yeah, uhm. You realize that by using an "abstract base debug class," you are using RUNTIME polymorphism by definition? And we need a separate one on both, because one is being displayed to the terminal and one is being stored in an internal widget for later viewing. And no, passing a pointer that must be run-time polymorphed to a base debug class to everything using the debugger is not faster nor cleaner than either of the proposed solutions.
GyroVorbis 7 months ago
@GyroVorbis My understanding of polymorphism's definition is that it just means having multiple implementations using one interface which does necessarily have to be done at runtime. You can use templates to do compile time polymorphism by having an 'abstract base class' which has a template parameter of its implementation. I did not mean use virtual functions.
thecomputergurukid 7 months ago
@thecomputergurukid The term "abstract class" is reserved specifically for a base class with at least one purely virtual function. You're right, it could be done with templates, and that would be "compile-time" polymorphism (although I'm still going to have to disagree with "passing it around manually to everything requiring it is prettier"). You mixed run-time polymorphic and compile-time polymorphic terminology.
GyroVorbis 7 months ago
Damn! Just finished watching all the 77 videos on the channel, I should probably go back to working in my pizza-eating lizard game before you guys make another video and steal away my dev'ing time. I'm looking forward for Elysian Shadows to be complete, please finish it so I can buy it =D
lapidations 9 months ago
@lapidations Soooooo... which one was your favorite?
GyroVorbis 9 months ago