Quote:Original post by snk_kid
Please quote me if i ever said instance/class methods/functions but i assure i did not, even one of the code examples i posted had methods as protected. If you thought i write that then you probably never understood anything anyone's written.
Please don't get upset. You're free to stop responding anytime you feel pressured. And please pay more attention to what I'm saying.
Class of Methods. As in a class containing methods; it's instance placed in protected within another class. This sub-class will have private members itself. Yes, I believe it would also be fine placed into public, but there is still a huge difference between public and protected.
Oh, and here is your quote, while talking about my CBitFlags class - which has
no public or protected data members, but who's instance is to be placed into the protected section of CObject.
Quote:Original post by snk_kid
Think about it thou don't you think that having a data member protected is bit of a contridiction like i was saying in my first post above, by declaring a data member protected your implying that unrelated types/modules can't access but if you sub-type you can, if you do that it may aswell be public but then you need to make sure that the member never changes to avoid updating all other modules and re-compilling & the state invariant is maintained manually.
And again, I will say that something changing in CBitFlags is no different than something changing in CObject. All true data members are still in private sections, only methods are exposed.
Quote:Original post by snk_kid
Probably something like Doom 3 or MMRPG, anyone who believes then can write something like that on there own has a screw loose. These kinds of games are by no means a trivial task.
If you really believe it's impossible to write one on your own, I could only wonder if you've ever tried to actually do it. I'm telling you this as a fact, not as an attempt to rile you: The new DirectX API implimentations make it extremely easy to throw an advanced 3D engine together. By advanced, I'm talking about phyics, Polygon-to-sphere collision, down-to-the-vertex control of Meshes and SkinMeshes with Vertex Shaders, and custom coded lighting with shaders (which is required with the vertex stuff). Take a look at where my first 3D question on GameDev started, and where the last one ended, then I will show you my engine. [boasting] It even has a really cool inverse kinematics posing system in my animation editor; which is pretty fun cause you can grab their hip and wirl them around and they attempt to hold on to stuff. [/boasting] As far as a full game goes, it is far from it. But once this part is done, the Doom / MMORPG stuff is pure game programming. Not engine programming. Meaning the rest is very fun.
Quote:Original post by snk_kid
There is more to games developement than graphics & graphics APIs.
DirectX is not a graphics API. It's a games API. And yes, I agree, but the rest is a simple design process. Well, except physics. I have to admit I hit quite a few bumps trying to understand collisions and such with triangles. But triangles are very closely related to the graphics engine :)
Quote:Original post by snk_kid
Seriously this thread is going out of hand. I'm not trying to argue with you but trying to help you to see something that will improve your designs but it seems like you misinterpreted me all along.
I'm pretty sure I've understood everything you've said. Perhaps it's my fault for not explaining myself more clearly. We are definitely disagreeing on something. You believe that all members are to be treated as data-members. But I believe that a sub-class which already has it's data members protected (as in placed in private :) should be allowed to act as an interface itself, for the main class. Meaning that a "data member" is placed into protected. Yet this member has nothing but methods publically available. This means all true data members are in private, and only methods are exposed to the protected area.