Jon Watte | 2 Sep 2002 17:38

RE: [Algorithms] abstracting platforms


> I think abstract base classes are the wrong way to go for this.
> They are a great way to make code that can choose between
> different implementations of a subsystem at runtime, but when 
> moving between platforms, you already know at compile time 
> exactly which implementation you are going to be using. So why

Will your game run best with Direct3D, OpenGL, or Software Rendering 
on this customers' specific PC? Granted, for non-PC platforms, it's 
overkill; lexical abstraction is sufficient.

Regarding the overhead of virtual functions, a virtual function call 
is fairly cheap, but if you call, say, 10,000 of them per time step, 
and they each thrash the TLB only to figure out there's nothing to do, 
then it suddenly makes sense to push state up to the point where you 
don't call them at all :-)

Cheers,

				/ h+

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