// =============================================================================== // Parameters: // // mesh // [in] The mesh object that will be displayed for the actor. // // radius // [in] The radius of the actor's capsule within the physics scene which is the distance at which a // character comes in contact with objects in the character's vertical plane. // // height // [in] The hieght of the actor's capsule within the physics scene which is the distance at which a // character comes in contact with objects in the character's horizontal plane. // // matrix // [in] The matrix which defines the the starting pose of the actor. // // Return Value: // Returns a pointer to the actor. // // Remarks: // This function adds a actor to the scene. Actors use a character controller class within the physics // scene that offers a standard video game character interface. // =============================================================================== AxActor* CreateActor( AxMesh* mesh, float radius, float height, XMMATRIX* matirx );
When in Visual C++ you can see these comments in a popup box as you are browsing the variables and functions of a class. To me this is a pretty awesome way to use comments as an in source reference manual.
I notice that DirectX and many other professional APIs don't do this and this makes me wonder if it's a good idea. Is it a good or bad thing that I am doing this and why?