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Mail Archives: djgpp/1997/07/08/00:23:56

From: Darren Grant <darn AT xl DOT ca>
Newsgroups: alt.msdos.programmer,comp.os.msdos.djgpp,rec.games.programmer
Subject: Re: C or C++ for an RPG?
Date: Mon, 07 Jul 1997 12:20:58 -0700
Organization: loners anonymous
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Message-ID: <33C1419A.5394@xl.ca>
References: <01bc8768$0d698920$bba42499 AT syntaxlogic DOT earthlink DOT net>
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To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

Alex Kain wrote:
> 
> I'm using Allegro and DJGPP to make a CRPG.  I started learning C++ a while
> ago, and I was looking around in Allegro's code, and Shawn (the maker of
> Allegro) managed to bypass the use of objects with the use of structs.  It
> makes me wonder if I should use C++ at all or just go ahead and use C.  Can
> anyone explain to me how C++ would be better than C for programming an RPG?
> --
> Alex Kain


I think that in the case of Allegro, Shawn chose to support the lowest
common denominator, which is nice since C++ compilers are bulkier by
nature; some users may prefer not to have to install this superset of C.

However, all of the popular rpgs, MUDs especially, employ an
object-oriented design of some sort, that enables the most miniscule of
items in the game to become imbued with truly independent functionality
and data.  You can devise your own object-oriented system in C, or use
the well-established oo facilities of C++;  I would choose the latter in
order to save myself a lot of extra work.

Good luck. =)

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