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Home » Extra libraries, Code snippets, applications etc. » Applications created with U++ » UltimateOpenGL [BETA] 3D engine (A 3D engine to make game)
Re: UltimateOpenGL [BETA] 3D motor [message #52756 is a reply to message #52754] Mon, 18 November 2019 22:42 Go to previous messageGo to previous message
Klugier is currently offline  Klugier
Messages: 1106
Registered: September 2012
Location: Poland, Kraków
Senior Contributor
Hello Xemuth & Koldo,

I am not sure we should put every more complex open source project to Bazzar. Some times ago we discussed to abandon baazar, but we kept status quo. I think links to repositories are fine alternative for us. I plan to add the possibility to add remote packages (e.g. github repo) as a package.

Backing to Xemuth Smile I think you made grate work here and probably you had a lot of fun writing this application. I am glad you decided to publish it as an open source. We definitely need more initiative like this. Thanks and good luck in developing this project and other projects in the future!

I definitely agree that you should try to use OpenGL control from Upp Smile If something is not possible using this control you should report the bug or contribute to Upp to overcome issue. Please notice that recently we added the possibility to contribute via PR on GitHub!

At the end, I would like to give you some power tips for the future. I notice that you use following code in your header files (.h):
using namespace Upp;


This should be avoided at all cost, because when somebody includes that file it will also inherit this namespace shortcut. To overcome that issue you can put your class into Upp namespace or directly use namespace Upp::. You can find more information on https://stackoverflow.com/questions/5849457/using-namespace- in-c-headers.

Sometimes you pass string as a copy when you can pass it by const reference to avoid copy:
GameObject::GameObject(String _name){ // <- Copy
	name = _name; // <- Copy one more time
}


Should be replace with
GameObject::GameObject(const String& _name){ // <- No copy, address (reference) is passed
	name = _name; // <- Copy
}


As you may see with const& we avoid one extra copy that is not need in above case.

Sincerely,
Klugier


U++ - one framework to rule them all.

[Updated on: Mon, 18 November 2019 23:30]

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