Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: jamin1@psu.edu (Jamin Frederick) Newsgroups: scea.yaroze.freetalk Subject: object-oriented support? Date: Sun, 29 Jun 1997 17:54:59 GMT Organization: SCEA Net Yaroze News Lines: 31 Message-ID: <33b69d9c.138132316@news.scea.sony.com> NNTP-Posting-Host: nb5ppp170.cac.psu.edu X-Newsreader: Forte Free Agent 1.11/32.235 To Chris Blackwell: I took a look at your page with concerns for Sony's lack of support for C++ programming. I also like using C++ very much, and it seems very natural to incorporate it into video games, since it offers such rich relationships among objects, and video game objects have very distinct conceptual boundaries, very fun to abstract! However, since I'm very new to video game programming, I haven't got far enough to worry about larger-scale relationships among objects, I've been trying just to get things displayed properly and the library functions worked out. But once I start to figure out what I'm doing, and it comes time to create the game world and the objects, I can see where I'd really miss the advantages of object-oriented programming. The obvious reason I've been avoiding C++ is that its supposedly not supported, and I'd also like to know why! Is there really that much loss of performance, and must games be programmed using a large number of global variables (sort of the opposite of object-oriented paradigm)? I HAVE been using a large number of global variables, but it seems that once the game world starts to become more complex, they will become enormously hard to maintain (i.e., having to remember what each global variable stands for, for every event in the game is not an easy thing to do -- object encapsulation gets rid of this problem...). Does anyone know the details behind Sony's reasoning, or is there really no fair technical reason that C++ and object-oriented programming should not be supported? Jamin Frederick