Where mah garbageman?

Published June 09, 2006
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Let me just register my sentiment, for the record, that manual memory management is crap. Therefore, by extension, C++ is crap.


I honestly wonder how much cleaner this stupid scenegraph would be if I could just use a proper garbage collected language. Unfortunately, I don't have that choice right now. Even a bolt-on GC for C++ is really more than we can afford to try and integrate right now.

I think if it weren't for boost::shared_ptr I'd have jumped out of my window by now.


Of course, that wouldn't have done a whole lot, seeing as I live on the ground floor and all. But the symbolic act of hopelessness and despair would have been awe inspiring.



So anyways, at the moment I'm working out all the gritty details of who exactly "owns" scenegraph nodes, who creates/destroys them, and all that such stuff. Once I get it all figured out, I'll do my RWGD post and talk about the results, as well as the cameras-aren't-scenegraph-nodes thing.

Assuming, of course, that anyone in the world actually gives a flying lemur kidney about any of it [grin]
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evolutional
This is why I'm switching to C#
June 09, 2006 09:51 AM
ApochPiQ
Sounds interesting; I'll check it out, thanks!

Actually to be honest I've been toying with the idea of combining some hand-made heuristics with some genetic training to try and produce good algorithms for the final system. The 3D engine work I'm doing right now is largely to support the experiments that I want to try; the fact that it also benefits the rest of the team (especially the art pipeline) is just a really handy fringe benefit [grin]


Amazon says 5-9 business days. I've had good luck so far with the reading suggested in my journal comments, so hopefully that trend will continue [wink]
June 12, 2006 02:45 AM
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