Message-ID: <3590F00D.17B82393@uol.com.br> Date: Wed, 24 Jun 1998 09:24:45 -0300 From: "Juciê Dias Andrade" MIME-Version: 1.0 To: cwalsh AT nf DOT sympatico DOT ca CC: djgpp AT delorie DOT com Subject: Re: Speed of class access.... References: <358fdb1d DOT 0 AT 204 DOT 101 DOT 95 DOT 15> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Precedence: bulk I dont saw you 3d engine but I know this kind of software manipulates lots of objects. This is a tipical C++ task. If you do the job in C then you would be using some flavor of indirections too, the code would be less readable and possibly error-prone. Don't do that. To write eficient C++ code you just need some caution. I will give to you an advice (other guys can tell more): Unfortunatelly the most expensive operations in C++ are the hide ones: destruction/construction. It can consume lots and lots of CPU cycles. Avoid excessive construction/destruction using const and references wherever you can. If you do the job the right way then you will see C++ running so fast as plain C code. []s Obs.: Excuse my English. I'm brasilian. Colin Walsh escreveu: > > I'm writing a 3D engine using DJGPP and I'm currently at the stage > where I could use some optimizations, and I've always heard that > C++ classes were slow in some way, and I happen to be using classes > for storing my 3D objects (meshes, triangles, texturemaps). > So, would it be in my best interests just to write some C helper > functions for managing these objects, or is the speed drop > negligible? > > Thanks, > Colin Walsh > /"Its all fun and games until someone loses an eye...\ > |Then it becomes Australian Rules Football!" | > \email - cwalsh AT nf DOT sympatico DOT ca /