Sujet : démarrer en prog (orientée jeux/3D) |
youdontcare |
je suppose qu'ils utilisent ça comme prototype pour le moment. si tu lis tout le message, tu vois que duffy est justement en train d'éliminer le code mfc.
comme c'est noyé dans la masse, je copiecolle :
Just a couple of additional notes in this area. We do use Visual C++ as our primary platform, and in general we try to stay away from any Microsoft specific syntax. The editor which is now integrated with the engine still uses MFC but I am about to start weeding out all of the MFC code. This is not going to be pleasant but the results should be very good. Graeme used at least three maybe more compilers getting the demo to run on the different Apple OS', each one presented it's own unique challenges in functionality and standard adhesion. As expected, even with a standard for C++, none of the compilers are quite on the same page. Microsoft seems to be the most compliant but I'd have to go back and read the draft to back that up. We (we being Grame :-) hit a bunch of little syntax gotchas in the form of for (int i = 0; i blah; i++) { // later at same scope for (int i = 0; i blah; i++) { where I believe the GNU stuff moaned about the second use of i, I forget which is compliant. John surely has opinions on the move to C++, but in general I think it has gone very well. There are times when it is just plain difficult to figure out why inlines are not working or why something is suddenly faster or slower but overall I don't think we have seen a speed drop in retail code. In debug code, the non-inline expansion really bites us, still looking at some solutions for that. All in all the Apple demo got all of our cross platform ducks in a row probably much sooner than we would have done normally. robert... |