Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: jamin1@psu.edu (Jamin Frederick) Newsgroups: scea.yaroze.programming.codewarrior Subject: Re: Some concerns and ideas re CW Date: Tue, 01 Jul 1997 19:45:22 GMT Organization: SCEA Net Yaroze News Lines: 29 Message-ID: <33b95c29.25784289@news.scea.sony.com> References: <01bc8513$4e939960$9fbf43ce@wkwerner> NNTP-Posting-Host: nbppp99.cac.psu.edu X-Newsreader: Forte Free Agent 1.11/32.235 Hooray! Another advocate for C++! I'd be interested what you have to say about "getting" C++ to work for Net Yaroze (since it doesn't seem to be so straightforward to do at this point), and while I have experience coding in C++ and OO paradigm, I've never had to worry about performance issues. It'd be great to nail down those aspects of C++ that supposedly make it "less efficient" and use OO methods to create my game worlds. Jamin On 30 Jun 1997 05:05:31 GMT, "Wayne K. Werner" wrote: >I have read statements from MW that C++ is not supported by Sony for the >NY. That is ridiculus. C++ directly supports C librarys and headers with >link specifications in the source code. It is not a matter of Sony >supporting C++ as much as C++ supporting Sony's (or anyone elses) C >interface library. > >I have also read statements that C++ is not efficient enough for games >programming. I beg to differ. I have been using C++ in the design of >sortation systems that require real time response. C++ can be as efficient >as C very easily by avoiding those aspects that make it less efficient >(i.e. virtual function access via pointers to objects). > >C++ offers constructs that can improve its efficiency over C. Templates >and inline functions spring to mind.