2 Sep 2002 17:38
RE: [Algorithms] abstracting platforms
Jon Watte <hplus <at> mindcontrol.org>
2002-09-02 15:38:41 GMT
2002-09-02 15:38:41 GMT
> 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(Continue reading)Cheers, / h+ ------------------------------------------------------- This sf.net email is sponsored by: OSDN - Tired of that same old cell phone? Get a new here for FREE! https://www.inphonic.com/r.asp?r=sourceforge1&refcode1=vs3390 _______________________________________________ GDAlgorithms-list mailing list GDAlgorithms-list <at> lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives:
Cheers,
/ h+
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