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#ActualL. Spiro

Posted 25 May 2013 - 12:53 AM

If you are using my (for example) engine you don’t make your own engine.  If you are using my engine, CGame is provided for you.  You inherit from it as follows:
 
CMyGame : public CGame
As for LSENEW:
#define LSENEW new
No you don’t have to understand all of these terms. It doesn’t matter that they are __stdcall or using LSENEW instead of new. You only need to follow the concept.

No that is not the reason for __stdcall. You should forget about __stdcall. It is there for portability reasons and nothing else. It has nothing to do with states or the tutorial. I just removed it from the tutorial altogether.


As for what is part of CGame, that depends on your game. After you inherit from CGame, CMyGame will provide the game data, while your custom states will provide the game logic.


L. Spiro

#1L. Spiro

Posted 25 May 2013 - 12:53 AM

If you are using my (for example) engine you don’t make your own engine. &nbsp;If you are using my engine, CGame is provided for you. &nbsp;You inherit from it as follows:<br />&nbsp;<pre class="_prettyXprint _lang-auto _linenums:0">CMyGame : public CGame
</pre>As for LSENEW:<pre class="_prettyXprint _lang-auto _linenums:0">#define LSENEW new
</pre>No you don’t have to understand all of these terms. It doesn’t matter that they are __stdcall or using LSENEW instead of new. You only need to follow the concept.<br /><br />No that is not the reason for __stdcall. You should forget about __stdcall. It is there for portability reasons and nothing else. It has nothing to do with states or the tutorial. I just removed it from the tutorial altogether.<br /><br /><br />As for what is part of CGame, that depends on your game. After you inherit from CGame, CMyGame will provide the game data, while your custom states will provide the game logic.<br /><br /><br />L. Spiro

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