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