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| From: | "Paul Cechner" <paul AT ibc DOT com DOT au DOT NOSPAM> |
| Newsgroups: | comp.os.msdos.djgpp |
| Subject: | timing mechanism |
| Lines: | 23 |
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| Message-ID: | <yH3S4.74$W%2.3455@nsw.nnrp.telstra.net> |
| Date: | Wed, 10 May 2000 10:22:47 +0800 |
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| To: | djgpp AT delorie DOT com |
| DJ-Gateway: | from newsgroup comp.os.msdos.djgpp |
| Reply-To: | djgpp AT delorie DOT com |
Im not sure if this is off topic, because i dont really know if its c++ specific or not... so please, minimal flaming .. :P i am creating a program that will require a controller of many (possibly hundreds) of objects in a real time simulation environment. The problem comes when i consider a controling mechanism... is the best solution to have these things all in a large collection and call their animate methods (if they all extended some animatable interface) from some world-controlling class?? i was just wondering what the normal method for this sort of thing was... thanx for your help -- ---------------------- Paul Cechner
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