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@bonkmaykr@canithesis.org

20 Male
CEO Canithesis Interactive, sysadmin Worlio LLC
wipEout and THE FINALS fan
Linux enthusiast, Java / C# / C++ Dev
Old computer freak, FSF donor
Missouri, United States

I made the Firestar Mod Manager for Playstation Vita. Currently working on a danmaku shooter game called "Time Falcon". My posts can range anywhere from deep nerd thoughts to brainless shitposting.

Give me liberty or give me death
XMPP/Jabberbonkmaykr@canithesis.org

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[?]:bm1::bm2::bm3::bm4::bm5::bm6::bm7::bm8::bm9::bm0: »
@bonkmaykr@canithesis.org

I use derived classes and virtual functions to define each object type in my game engine.

Tried to implement the first projectile type today and immediately encountered a problem.

For some reason, on any derived classes deeper than 1 layer, the compiler starts making things private when they should not be.

Making it a struct and thus forcing everything to be public by default fixes that in a way that's efficient enough, but now GCC is literally throwing away functions from the base struct that the world engine needs to fucking work. Like, they don't exist anymore.

I derive o_bulletGeneric from o_bullet which inherits o_worldObjectGeneric. The compiler is only exposing functions from o_bullet. Making an override does not work. The world updater needs access to the function at it's expected location.

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[?]:bm1::bm2::bm3::bm4::bm5::bm6::bm7::bm8::bm9::bm0: »
@bonkmaykr@canithesis.org

@bonkmaykr@canithesis.org There's probably a way to derive multiple classes deep that I'm just forgetting about because this isn't a thing I usually do.

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