OOP n B3D

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Applied Object-Based Programming with Blitz3D

Thanks for the link Frank, definitely worth a look.

Mousey,

You welcome.

let me second that Frank... GREAT STUFF!!!

i hope more than just a few will take advantage of what you've generously provided...


--Mike

Red,

Thanks. The class doesn't officially start unilt Oct 1. This is just a weekend sneek peek. hehe.

This is exciting. How much is it?

Its 100% Absolutely Free!

I'm very interested in other OOP techniques in Blitz3D that others are using.

http://blitzbasic.com/codearcs/codearcs.php?code=1103

Noel,

Looked very interesting. However, I did not see an example of your OO code. I would enjoy seeing the Preprocessor in action.

Very nice work Frank. Nicely explained.

http://s87776868.onlinehome.us/stuff/old/stre_gui.zip

Qube,

Thank you for the kind words.

Noel

I like your coding style:)

Nothing new here..

frank, that's a good tutorial.

Appreciate your input skyfire1!

Official Class Start Date: 1 Oct 2005.

Students with a Head Start on Exercises may want to revisit the Lessons for updates and Extra Credit Exercises:)

Class Starts Today!!!

PDF version of the course is available, courtesy of vinylpusher!

sounds cool Frank. I haven't got Blitz 3D but I might just read it anyway!

[edit] Yeah, seems good. Read the first few chapters and am pleased to say I already do EXACTLY that (even down to upper case consts with underscores!), but then I program OO for a living and this had to find the best way in a limited language (Blitz Plus). Whe I got Blitz PLus, I was initially pleased to find types then disappointed to discover that methods can't be part of them e.g. alien.move(dx,dy) or something, but you can get round it fine with functions instead such as AlienMove(alien.alien, dx, dy), as you have suggested of course.

Initially I find it slows you down using object-based methods (i.e. it takes a while before anything appears on screen) but then when the development takes off, it is soooo much easier to add new stuff and change things etc.

One thing I've been using is a script that defines the alien types including their graphics and sounds and these are all read into a template array (which itself is an object so that it can be reused for pows or scenery) and then when I crate an alien, pow or whatever instance, I point its graphics and sounds at the template's so that I am not consuming loads of memory. Then when the level is complete I free all objects that do not have a Template field set to 1, and when the game exits I free the templates, simple but effective!

btw you tutorial totally applies to blitz plus too, so maybe you should rename it?

Also you haven't defined polymorphism in the glossary, it says "definition" ;-)

Oh Bunnies! I'd best get cracking and make a start.