Mox —
It was cool to see that after my quick question pre-stream, you actually devoted half the episode…
jon_valdes Well, it's just 1 line of code regardless of how many possible scenes you have. A swit…
Oh, yes, I meant the dll init function does it automatically, I'm not doing anything manually :)
The dll, on load, makes sure the global function pointers array is initialized every time
You do…
Wow, relax, everyone! No need to fight over this :)
The functions are in the DLL, and I take fun…
Reading post #3250 by the OP, I'm not entirely clear what the OP is trying to achieve with the fu…
I read the OP question as one of fixing up function pointers. He also wanted a way of avoiding us…
I'm not sure we are talking about same things.
OP asked how to patch his C++ pointers in inherit…
Obviously you can do this in both directions, exposing code in the DLL to the engine and vice-versa
That's 21 line instead of 10. How that is far less code?
// the only thing that needs patching o…
So you want to write this?
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21struct M…
// the interface will look something like this:
struct MyDllInterface
{
virtual bool aFunc…
If I expose a function returning a bool it will return a bool. If I call a function returning a f…
Just call the function directly, so 1 line.
Icabod Basically there is far less code involved if you use a virtual interface.
I wrote 10 line…
And how you imagine using such functions with different return types?
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3Object *blah;
WhatTy…
Basically there is far less code involved if you use a virtual interface.
..and your functions can all have different return values. The entire function signature can be d…
Well for one thing, your functions can all have different parameter lists.
So are functions in OP…
Well for one thing, your functions can all have different parameter lists.
From a code stand poi…
How using C++ with virtual interface is simpler than regular C functions?
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If you are prepared to use a little C++ this can be a lot simpler.
Create a pure virtual interfa…
Thanks for your answer, luckily I have the code, so when you showed the audio stuff I can run fro…
If code verbosity is what you are worried about, pull the switch statement out into its own funct…
Well, it's just 1 line of code regardless of how many possible scenes you have. A switch statemen…
Because there is so much to cover making a whole game from scratch, I had to keep the scope reaso…
OK, so next obligatory question: what makes it "simpler" to use function pointers instead of usin…
Hi Casey,
They're different "update and render" functions for the different "scenes" in the game…
So, mandatory first question here: what do you mean by "fixing function pointers after a DLL relo…
Unfortunately v2/v3/v4 are actually not as optimize-able on SSE as one might want, because SSE is…