In a brave attempt to port my RPG project into VC++ express I’ve realised that I’ve reached a bit of a local maximum. Which basically means in order to go forward Im going to have to break a lot of stuff. Fix it. Rewrite it. Put it back together and continue…
This has resulted from my rather hack-it-togeather-until-it-works archetecture. Which I couldn’t have really done any better at the time I started the project. Largely due to shortcomings in my own knowledge. But after learning more about C++ and Object Oriented programming I’m now in a better position to re-archetecture the program. Which basically means “consider the work that I’ve done as a prototype, and start again.” It’s not as bad as it sounds - many of the problems can now be considered ’solved’ by the first iteration. And the second time through I can make the code much much nicer. I’m also going to rewrite the renderer to take advantage of hardware acceleration. That should add a bit of sparkle.
But I’m going to take my time - and do lots more reading, particularly to do with object oriented design. And general C++ stuff.

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