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I'm creating my own game engine. I've read these articles and this questionthis question about DOD and it was written to not use member functions and classes. I also heard some criticism to this idea.

I can write it using member functions or non-member functions it would be similar. So what are the benefits/cons of that approach or when the project grows, does any of these approaches give clearer and better manageable code?

With POD & non-member functions I don't have to make struct members public I can still use object id outside of engine like OpenGL does with all it's stuff, so It's not about encapsulation.

POD - plain old data

DOD - data oriented design

I'm creating my own game engine. I've read these articles and this question about DOD and it was written to not use member functions and classes. I also heard some criticism to this idea.

I can write it using member functions or non-member functions it would be similar. So what are the benefits/cons of that approach or when the project grows, does any of these approaches give clearer and better manageable code?

With POD & non-member functions I don't have to make struct members public I can still use object id outside of engine like OpenGL does with all it's stuff, so It's not about encapsulation.

POD - plain old data

DOD - data oriented design

I'm creating my own game engine. I've read these articles and this question about DOD and it was written to not use member functions and classes. I also heard some criticism to this idea.

I can write it using member functions or non-member functions it would be similar. So what are the benefits/cons of that approach or when the project grows, does any of these approaches give clearer and better manageable code?

With POD & non-member functions I don't have to make struct members public I can still use object id outside of engine like OpenGL does with all it's stuff, so It's not about encapsulation.

POD - plain old data

DOD - data oriented design

What Which are the cons of usageusing only non-member functions and POD?

I'm creating my own game engine. I've read these articles and this question about DOD and thereit was written to not use member functions and classes. I also heard some criticism to this idea.

I can write it using member functions or non-member functions it would be similar. So what are the benefits/cons of that approach or when the project grows, does any of these approaches give clearer and better manageable code?

With POD & non-member functions I don't have to make struct members public I can still use object id outside of engine like OpenGL does with all it's stuff, so It's not about encapsulation.

POD - plain old data

DOD - data oriented design

What are cons of usage only non-member functions and POD?

I'm creating my own game engine. I've read these articles and this question about DOD and there was written to not use member functions and classes. I also heard some criticism to this idea.

I can write it using member functions or non-member functions it would be similar. So what are benefits/cons of that approach or when project grows, does any of these approaches give clearer and better manageable code?

With POD & non-member functions I don't have to make struct members public I can still use object id outside of engine like OpenGL does with all it's stuff, so It's not about encapsulation.

POD - plain old data

DOD - data oriented design

Which are the cons of using only non-member functions and POD?

I'm creating my own game engine. I've read these articles and this question about DOD and it was written to not use member functions and classes. I also heard some criticism to this idea.

I can write it using member functions or non-member functions it would be similar. So what are the benefits/cons of that approach or when the project grows, does any of these approaches give clearer and better manageable code?

With POD & non-member functions I don't have to make struct members public I can still use object id outside of engine like OpenGL does with all it's stuff, so It's not about encapsulation.

POD - plain old data

DOD - data oriented design

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added 347 characters in body; edited title
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kravemir
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I'm creating my own game engine. I've read these articles and this question about DOD and there was written to not use member functions and classes. I also heard some criticism to this idea.

I can write it using member functions or non-member functions it would be similar. So what are benefits/cons of that approach or when project grows, does any of these approaches give clearer and better manageable code?

With POD & non-member functions I don't have to make struct members public I can still use object id outside of engine like OpenGL does with all it's stuff, so It's not about encapsulation.

POD - plain old data

DOD - data oriented design

I'm creating my own game engine. I've read these articles and this question about DOD and there was written to not use member functions and classes. I also heard some criticism to this idea.

I can write it using member functions or non-member functions it would be similar. So what are benefits/cons of that approach or when project grows, does any of these approaches give clearer and better manageable code?

POD - plain old data

DOD - data oriented design

I'm creating my own game engine. I've read these articles and this question about DOD and there was written to not use member functions and classes. I also heard some criticism to this idea.

I can write it using member functions or non-member functions it would be similar. So what are benefits/cons of that approach or when project grows, does any of these approaches give clearer and better manageable code?

With POD & non-member functions I don't have to make struct members public I can still use object id outside of engine like OpenGL does with all it's stuff, so It's not about encapsulation.

POD - plain old data

DOD - data oriented design

added 347 characters in body; edited title
Source Link
kravemir
  • 1.7k
  • 13
  • 23
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Source Link
kravemir
  • 1.7k
  • 13
  • 23
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