That fixed that bit, but now i face this problem in panelManager intialize.
bool panelManager::initialize(Game *gamePtr, int width, int height, int ncols,
for (int i = 0; i < MAX_PANELS; i++)
1 IntelliSense: invalid destructor declaration
2 IntelliSense: no suitable conversion function from "TextureManager" to "TextureManager *" exists
Edit: Think i got it, replaced textureM[gamePanel[i].ReturnColour()] with &textureM[gamePanel[i].ReturnColour()]
When it comes to curly braces... I used to do this...
if (x == 0)
// do something
// do something else
But during university I was taught that I should always use curly braces and I should always comment everything - my lecturer was pretty strict with coding styles and marked us on the style instead of the code itself. Since leaving my coding style has changed from above to..
// Used to check if x is equal to 0
if (x == 0)
x = 5; // give x the value of 5
else // if x is not equal to 0 then do this
x = 4; // give x the value of 4
Personally I now find this easier on the eyes and easier to read,
However i've found myself now starting to do this for functions
? what your suggesting is that your Modifying the acctual engine code? and when a new version is released, you code get overwritten?
Thats bad design isnt it?
Surely you have your DLLs structures like so:
Where MyGame.exe uses MyGameBase.dll which contains all the functionality of your Game, and uses SomeGenericGameEngine.dll which contains all the Code which an engine like Havok, Crytek or XNA has etc.
You dont' directly modify the Crytek engine, or the Havok engine to suit your needs, you tailor your own DLL surely?
What I was referring to is actual code, the game engine that I'm currently using is written in c++ and uses only .cpp and .h files.