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Re: How to continue


From: Ingo Ruhnke
Subject: Re: How to continue
Date: 11 Jun 2002 17:07:01 +0200
User-agent: Gnus/5.09 (Gnus v5.9.0) Emacs/21.2

David Philippi <address@hidden> writes:

> ??? If code is dirty, one should very well rewrite it. If you don't
> do it, all those little hacks will add to a something which can't be
> parsed by other developers anymore. Rewriting doesn't mean that you
> have to change anything of the effect.

As long as the interface hides all those dirty hacks and the code
works there is not really a need to rewrite it. Of course it would be
nice to have nice code, but as long as it works one should first take
care of other areas of the code which don't yet work as expected.

> I'm starting to understand the concept. There's a vector of all
> which is used for garbage collection. The list of active pingus is
> only used for gameplay but if a pingus get's out of it it isn't
> deleted, right?

Yep, exactly. Its deleted via the std::vector, not via the gameplay
list.

> So the change would be to introduce a manager class like the ones
> for pingus and particles so that there's no need to use shared_ptr<>
> ? Or rather just a static list which contains every element to be
> deleted at level end.

A manager class shouldn't be needed since we don't have seperate
gameplay and garbage lists.

-- 
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