Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!asuvax!ncar!gatech!bloom-beacon!eru!hagbard!sunic!kth.se!cyklop.nada.kth.se!news From: nv89-nun@dront.nada.kth.se (Nicklas Ungman) Newsgroups: comp.sys.amiga.programmer Subject: OOP (was Re: Assembly Language & Programming) Message-ID: Date: 16 Apr 91 00:06:01 GMT References: Sender: news@nada.kth.se (Mr News) Organization: Royal Institute of Technology, Stockholm, Sweden Lines: 28 In-reply-to: colin_fox@outbound.wimsey.bc.ca's message of 6 Apr 91 16:37:24 GMT There are many different languages to programm in. Some are imperative (like Asm and C), some are declarative (like Prolog). And some are object oriented, like C++, Simula and Eiffel. Each type of language has advantages and disadvantages. But for games, I think that the object oriented approach is the best. The advantages of object oriented languages is many, but the most important is Modularity and Resusability of Code. What makes them so great for games is how consider the data and the code. In object oriented programming you modulate objects which consist of both data and code tied together as an entity. You form these objects very much like reality. This lets the game designer focus on game design, not on programming. After all, many components in a computer game are often objects or entities. One disadvantage of object oriented programming is speed. The overhead is a few percents and can be cruisal in some action games. But in many cases the advantage is greater (I've experimenting with and Asteroids- like game in Object Pascal on Macintosh so I know it works). I also hope for better compilers in the future (many C++ compilers are actually pre-compilers) /My $0.47 /Nixxon