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Jon Valdes
You do have a point there. You can reuse code more easily with your method. I guess your teachings…
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Mox
It was cool to see that after my quick question pre-stream, you actually devoted half the episode …
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Casey Muratori
Consider: Versus: It's not a hugely important thing, but it's something I'd like to avoid if po…
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Jon Valdes
Oh, yes, I meant the dll init function does it automatically, I'm not doing anything manually :)
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Mārtiņš Možeiko
You don't need to do that. Because g_funcPointers array is global in dll, it is reloaded together…
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Jon Valdes
Wow, relax, everyone! No need to fight over this :) The functions are in the DLL, and I take funct…
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Ritchie Brannan
Reading post #3250 by the OP, I'm not entirely clear what the OP is trying to achieve with the fun…
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Ritchie Brannan
I read the OP question as one of fixing up function pointers. He also wanted a way of avoiding usi…
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Mārtiņš Možeiko
I'm not sure we are talking about same things. OP asked how to patch his C++ pointers in inheritan…
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Ritchie Brannan
Obviously you can do this in both directions, exposing code in the DLL to the engine and vice-vers…
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Ritchie Brannan
That's 21 line instead of 10. How that is far less code? Wow, that's pretty disingenuous. There …
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Mārtiņš Možeiko
So you want to write this? struct MainMenu : MyDllInterface { virtual bool aFunction(); }; struct…
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Ritchie Brannan
// the interface will look something like this: struct MyDllInterface { virtual bool aFunction(…
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Ritchie Brannan
If I expose a function returning a bool it will return a bool. If I call a function returning a fl…
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Ritchie Brannan
Just call the function directly, so 1 line.
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Mārtiņš Možeiko
I wrote 10 lines to call 3 different functions (counting also empty lines). How many lines of cod…
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Mārtiņš Možeiko
And how you imagine using such functions with different return types? WhatTypeIuseHere? result = …
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Ritchie Brannan
Basically there is far less code involved if you use a virtual interface.
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Ritchie Brannan
..and your functions can all have different return values. The entire function signature can be di…
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Mārtiņš Možeiko
So are functions in OP question.
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Ritchie Brannan
Well for one thing, your functions can all have different parameter lists. From a code stand point…
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Mārtiņš Možeiko
How using C++ with virtual interface is simpler than regular C functions? SceneFun* SceneFunction…
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Ritchie Brannan
If you are prepared to use a little C++ this can be a lot simpler. Create a pure virtual interface…
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Roderic Bos
Thanks for your answer, luckily I have the code, so when you showed the audio stuff I can run from…
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Benjamin Kloster
If code verbosity is what you are worried about, pull the switch statement out into its own functi…
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Jon Valdes
Well, it's just 1 line of code regardless of how many possible scenes you have. A switch statement…
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Casey Muratori
Because there is so much to cover making a whole game from scratch, I had to keep the scope reason…
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Casey Muratori
OK, so next obligatory question: what makes it "simpler" to use function pointers instead of using…
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Jon Valdes
Hi Casey, They're different "update and render" functions for the different "scenes" in the game. …
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Casey Muratori
So, mandatory first question here: what do you mean by "fixing function pointers after a DLL reloa…
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