Really Hope I'm not Overposting (Object passing)

This is a discussion on Really Hope I'm not Overposting (Object passing) within the Game Programming forums, part of the General Programming Boards category; So heres my World Class in .CPP Form Code: #include "World.h" std::vector<Object*> Scene_Objects; std::vector<Object*>::iterator Iter; void World::AddObjectToWorld() { Scene_Objects.push_back(new Object); ...

  1. #1
    Absent Minded Programmer
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    Really Hope I'm not Overposting (Object passing) (RESOLVED)

    So heres my World Class in .CPP Form

    Code:
    #include "World.h"
    
    std::vector<Object*> Scene_Objects;
    std::vector<Object*>::iterator Iter;
    
    
    void World::AddObjectToWorld()
    {
    	Scene_Objects.push_back(new Object);
    }
    
    void World::RemoveObjectFromWorld()
    {
    	for (Iter = Scene_Objects.begin(); Iter!=Scene_Objects.end();)
    {
        if ((*Iter)->MarkedForDeletion)
        {
            delete *Iter;
            Iter = Scene_Objects.erase(Iter);
        }
        else
        {
            ++Iter;
        }
    }
    
    };
    
    void World::RemoveAllObjectsFromWorld()
    {
    	for ( size_t i = 0; i < Scene_Objects.size( ); ++i )
    	{ 
    		delete Scene_Objects[i];
    		Scene_Objects.clear();
    	}
    };
    Just a couple functions to manage my Scene_Objects vector, (which will ultimately be sent to the render for final rendering)

    Here is my Object Class, its quite simple, but It needs something else, I'm quite sure of it...

    Code:
    #include "MS3D.h"
    
    #ifndef OBJECT_H
    #define OBJECT_H
    
    class Object
    {
    public:
    
    	bool MarkedForDeletion;
    
    	struct Location
    	{
    		float locx;
    		float locy;
    		float locz;
    	};
    
    };
    #endif
    And here is the final object (inherits the object class)

    Code:
    #ifndef C_CROSS_H
    #define C_CROSS_H
    
    
    #include "Object.h"
    
    class Cross : public Object
    {
    public:
    
    	MS3DModel *Model1;
    
    };
    
    #endif
    Now, back up there in the um, World class, I have an AddObjectToScene function, that creates a new object, is there any way I can set Cross = to Object, or do I have to switch a few parameters to make this work?
    Last edited by Shamino; 12-14-2005 at 08:35 PM.
    Sometimes I forget what I am doing when I enter a room, actually, quite often.

  2. #2
    Absent Minded Programmer
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    Sometimes I forget what I am doing when I enter a room, actually, quite often.

  3. #3

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    no offense but then stop posting here.

    I have a job.
    I'm not immature, I'm refined in the opposite direction.

  4. #4
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    I didn't mean any harsh words, and I definately wasn't downing on you guys for being slow.
    Sometimes I forget what I am doing when I enter a room, actually, quite often.

  5. #5
    ---
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    Before you came this forum was really quiet

  6. #6
    Absent Minded Programmer
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    Well then I'll view myself as doing a good deed to these forums!
    Sometimes I forget what I am doing when I enter a room, actually, quite often.

  7. #7

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    I said no offense because I didn't mean any, but it seems silly to post here a lot and in every single post say 'gamedev beat you to it!.' Be pragmatic and just post at gamedev.
    I'm not immature, I'm refined in the opposite direction.

  8. #8
    Absent Minded Programmer
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    If it makes you feel better I'll just say "Resolved" instead of being comedic about it.....
    Sometimes I forget what I am doing when I enter a room, actually, quite often.

  9. #9
    ---
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    Gamedev is quick because the amount of online users is HUGE

  10. #10
    Super Moderator VirtualAce's Avatar
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    Really Hope I'm not Overposting (Object passing) (RESOLVED)
    You are.


    You've gotten to the point in your research that we probably can no longer help you with specifics w/o knowing the underlying implementation.

    It's good that you are researching and so far it shows quite well. However you must remember the methods you see on the internet are just that, methods on the internet that worked well for one person. Very soon you will derive your own methods from those.

    My method is different from Bob's method and his mine. However they both solve the same problem so neither one is better or worse, right or wrong. Resource management is probably the most important part of game programming and thousands and thousands of noobs simply overlook it, as well as some game companies much to their chagrin.

    Good research, good enthusiasm, keep it up.
    Last edited by VirtualAce; 12-15-2005 at 11:56 PM.

  11. #11
    Absent Minded Programmer
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    Well thanks Bubba, it really means alot
    Sometimes I forget what I am doing when I enter a room, actually, quite often.

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