Path: chuka.playstation.co.uk!news From: James Russell Newsgroups: scee.yaroze.freetalk.english Subject: Re: Story of job search Date: Tue, 11 Aug 1998 09:54:10 +0100 Organization: Sony Computer Entertainment Europe Lines: 31 Message-ID: <35D006B2.C47FE608@scee.sony.co.uk> References: <35CEC93E.3ADC33A8@scee.sony.co.uk> NNTP-Posting-Host: mailgate.scee.sony.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5b1 [en] (Win95; I) X-Accept-Language: en Jeff Hannan wrote: > > In article <35CEC93E.3ADC33A8@scee.sony.co.uk>, > James_Russell@scee.sony.co.uk (James Russell) wrote: > > >tools or special parts of the game. Unfortunately, it's not always enough > >to understand object orientation - they'll ask you about the details of > >instantiating virtual destructors in multiply-inherited base class > >templates too. :O) > > I was asked a question very similar to that, and it really stumped me. > I wonder whether using all these tricks was appropriate in a game, where > speed is important, as I'm not sure of their processing cost. Well, like I said, they won't always use it in a game, but they might need it in tools and utilities written to help export and mung animations, sound, images, etc. Don't fall into the trap of thinking C++ is slower because it's more complex. This is a recurring subject in the violent and profanity-filled flame wars on the USENET language groups. C++ takes up more memory, that's a fact, but it's much more convenient to program, and is just as fast (and faster in some respects) as performing the same functionality in C. Mind you, memory is just as valuable a resource as CPU time, which is why most programmers use C for their games. Cheers, James -- == James_Russell@scee.sony.co.uk +44 (171) 447-1626 == Developer Support Engineer - Sony Computer Entertainment Europe One Chicken to bring them all and in the darkness bind them.