Page 4 of 5 FirstFirst ... 2345 LastLast
Results 31 to 40 of 48

Thread: about Id Tech4

  1. #31
    Join Date
    Dec 2007
    Posts
    671

    Default

    That's an old debate, right? Some people say that C++ is the only way to go nowadays, while others say you can do everything in plain C without needing the object based thing from C++.

  2. #32
    Join Date
    Jul 2008
    Posts
    833

    Default

    If somebody likes C or C++ more that's definitely a question of taste but from a technical point of view the two are similar. Granted some crap like templates or STL you should not use in GameDev but aside from that I don't see much of a reason why it should be bad to move over to C++.

  3. #33
    Join Date
    Feb 2008
    Location
    Linuxland
    Posts
    5,332

    Default

    It's mostly just that I very much prefer C to C++ and so have been able to muck around tech3, but won't be able so much with 4.

  4. #34
    Join Date
    Jul 2008
    Posts
    833

    Default

    I don't think this should be much of a show stopper.

  5. #35
    Join Date
    Apr 2009
    Location
    Maryland
    Posts
    154

    Default

    Yeah the C/C++ issue isn't a problem.

    I'm more curious as to what the engine will have to offer. Alot of features have already found their way into opensourced engines already, so I doubt you'd see alot of projects switching to the engine, but probably more of a "cobbling" of the features they like out of it into their own.

  6. #36
    Join Date
    Dec 2007
    Posts
    671

    Default

    Quote Originally Posted by Irritant View Post
    Yeah the C/C++ issue isn't a problem.

    I'm more curious as to what the engine will have to offer. Alot of features have already found their way into opensourced engines already, so I doubt you'd see alot of projects switching to the engine, but probably more of a "cobbling" of the features they like out of it into their own.
    Well, probably devs will update id tech 4 with more modern features like like tesselation or whatever you spell that, remove the 60 fps cap it has by default, maybe work on the megatexture if it includes some of it. Theres room for lots of features to add.

  7. #37
    Join Date
    Apr 2009
    Location
    Maryland
    Posts
    154

    Default

    Quote Originally Posted by xav1r View Post
    Well, probably devs will update id tech 4 with more modern features like like tesselation or whatever you spell that, remove the 60 fps cap it has by default, maybe work on the megatexture if it includes some of it. Theres room for lots of features to add.
    Agreed, I was speaking more from the perspective of existing projects looking to improve their engine. I'm sure something similar to the IOQ3 project will exisit for tech4.

  8. #38
    Join Date
    Jul 2008
    Posts
    833

    Default

    This is anyways not how it works there. Most AAA engines changes over time quite a bit. If it's downwards compatible, okay, but don't expect this to be the case. But attaching a C++ System to a C System is easier than the other way round.

  9. #39
    Join Date
    Jun 2006
    Posts
    3,046

    Default

    Quote Originally Posted by xav1r View Post
    That's an old debate, right? Some people say that C++ is the only way to go nowadays, while others say you can do everything in plain C without needing the object based thing from C++.
    C++ enforces things and makes it easier to code.

    You can do a substantive portion of C++'s OO stuff in C, though you have some odd sharp edges when you do it. Many things aren't automatic like they are in C++. It actually requires more discipline to code it that way than with C++ and moreover you end up with something that may not be as fast as the C++ code in many cases.

    You can code C++ code that is faster and easier to maintain than C, but it requires nearly as much discipline to code OO in C to do it.

    The biggest complaint I have with C++ development in general is that many tend to over apply OO development. In C++, you should really, really only apply as much OO as is realistically needed for your project. Templates are fine, but you shouldn't make everything a template. Abstraction is fine, but you shouldn't be making tons and tons of wrapper classes that serve little purpose past data encapsulation unless you NEED the encapsulation. (In many, many situations, the dev absolutely did NOT need it.) There's tons of more examples.

  10. #40
    Join Date
    Jun 2006
    Posts
    3,046

    Default

    Quote Originally Posted by Dragonlord View Post
    But attaching a C++ System to a C System is easier than the other way round.
    No kidding. (Try to use a templated class inside of C... Good LUCK!! )

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •