Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!mips!apple!satyr!ditka!comeau From: comeau@ditka.Chicago.COM (Greg Comeau) Newsgroups: comp.sys.amiga.programmer Subject: Re: OOP (was Re: Assembly Language & Programming) Message-ID: <37122@ditka.Chicago.COM> Date: 19 Apr 91 18:31:19 GMT References: <67@taloa.unice.fr> Reply-To: comeau@csanta.attmail.com (Greg Comeau) Organization: Comeau Computing Lines: 35 In article <67@taloa.unice.fr> beust@mimosa.unice.fr writes: >In article , nv89-nun@dront.nada.kth.se (Nicklas Ungman) writes: > >>Each type of language has advantages and disadvantages. But for games, I think >>that the object oriented approach is the best. > > Mmmh... Yes and no. As you say below, this can be a very expensive price >to pay for pure arcade games. I can hardly imagine Psygnosis games written >in something else than ASM. But it is always possible to write most of >the game in C++ and write critical parts in ASM. True, C++ is on average as in/efficient as C is. > The real question for me is "Is there any interest in reusability for >games?". Isn't there a risk to see bunches of clones invade the market, that >are just different by the colors chosen and their titles? Well, reuse is only one part of the C++ formula. There are slews of other advantages to be gained, even if reusability is dommed for a specific project. (For instance, strong typing, encapsultation, data hiding, inheritance, etc). > Of course, companies re-use part of their code previously written when >they develop a new game, but would it be a large gain if these portions >were written in C++ instead of just being simply callable ASM functions? Certainly is ASM speed is needed it's the only choice. If it's not, then C++, as well as other languages, are viable choices. - Greg -- Comeau Computing, 91-34 120th Street, Richmond Hill, NY, 11418 Producers of Comeau C++ Here:attmail.com!csanta!comeau / BIX:comeau / CIS:72331,3421 Voice:718-945-0009 / Fax:718-441-2310