Apparently the reason they want it to be restricted because it'll a better handle of the memory footprint of all their cores and objects within the game that they create.
What I don't want to do is create it and then later find out that its completely useless......
ah, that makes sense from a core standpoint I suppose, but even at work the only thing we basically do with cores is backtrace the stack of the thread that exploded in gdb, which is usually enough :V
If you just want to have access to all your objects/etc though for debugging purposes, I would just use something similar to smartptrs but just have it create a giant list of your players/enemies/levelobjects/etc upon instantiation so you can look at them. Iunno, maybe that's just me talking as someone without much actual group game-making experience, but the idea seems like it would be a lot of effort+restriction for not a lot of utility. I imagine that dealing with memory fragmentation manually wouldn't be much fun either.
Yeah I even asked the team if it really was necessary but apparently they want it in the game engine. All I'm doing is following the reasoning and work that the team wants me to do. Plus learning how to do it will be fun, but seems kind of time consuming especially with dealing with memory fragmentation....
Nah I don't tend to use IDEs or the language really; Regarding IDEs I prefer command line compiling except for the ocasional Java because, pretty much all java classes make you use Eclipse..
and I suck at GUI so netbeans IDE makes my life easier
Last edited by ranger on February 21st, 2012, 3:41 pm, edited 1 time in total.
I've used VB oh so slightly though. Creating macros for excel and stuff like that.
Well VB seemed easy enough to teach since you have to dim variables before you use them and things like that. So I can see that. My friend is learning VB as her first programming language.