Quote:Original post by Billr17
Its one of those, do I say screw the pipeline and write everything myself, or do I wait and reap the benefits.
Are you under some kind of deadline? If not, wait. Isn't there other non-pipeline code you can work on?
Quote:Original post by Billr17
Its one of those, do I say screw the pipeline and write everything myself, or do I wait and reap the benefits.
Quote:Original post by Krisc
It just occured to me that XNA Game Components require you inherit a class and that C# does not allow multiple inheritance. Kind of lame if you ask me.
Quote:Original post by RavyneQuote:Original post by Krisc
It just occured to me that XNA Game Components require you inherit a class and that C# does not allow multiple inheritance. Kind of lame if you ask me.
While its true that you can only inherit from a single class, you *can* inherit from as many interfaces as you wish (in addition to a single class if you so choose.)
Honestly, I have never run into a case that was best solved by true multiple inheritance. The implimentation is sticky in languages like C++ and its considered to be a broken paradigm by many smart programmers (though I'm sure there are smart programmers who would disagree with them.)
Quote:Original post by MoeI think what you're talking about is ownership of the GraphicsDevice object, which introduced the concept of GameServices and the GraphicsService to manage the creation and deletion of GraphicsDevices.
Well, I think I just learned something new. You can't pass a GraphicsDevice by reference. So, does this mean the only way to do it is by value? That seems like a lot of memory copying going on, each time I need to use it in my own home grown modules.
Quote:Original post by ernow
Isn't a GraphicsDevice a reference type? Passing by value then means that the reference is copied, not the entire object!