Difference between revisions of "Intermediate C++ Game Programming Tutorial 18"
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[https://www.youtube.com/watch?v=4Vvc1YurUYA Tutorial 18.1] | [https://www.youtube.com/watch?v=4Vvc1YurUYA Tutorial 18.1] | ||
− | * first comment [https://youtu.be/4Vvc1YurUYA?t=1m17s | + | * first comment [https://youtu.be/4Vvc1YurUYA?t=1m17s 0:23] |
[https://youtu.be/cdOB_gKnJOM Tutorial 18.2] | [https://youtu.be/cdOB_gKnJOM Tutorial 18.2] |
Revision as of 03:23, 12 October 2019
Another two-parter here, and we got the real stuff now. Virtual functions allow you to unlock the true potential of inheritance in C++. You need to know this shit.
Contents
Topics Covered
Part 1
- How to create a virtual function
- Using the override keyword
- Creating a pure virtual function
- Using a container of pointers to manage a heterogeneous collection of objects
- virtual destructors
Part 2
- Using inheritance and composition together
- Basic idea of a polymorphic state machine and its application to entity behavior
Video Timestamp Index
- first comment 0:23
- WORK-IN-PROGRESS
Source Code
Errata
- Forgot the virtual destructor for
class Weapon
! (this one hurts) - In the children, the function signatures should be:
int CalculateDamage( const Attributes& attr,Dice& d ) const override
- Though not technically an error, it might have been a better decision to make
Weapon::GetName()
andWeapon::GetRank()
(pure) virtual functions (this would reduce the amount of per-instance data to just the vtable ptr)