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Originally Posted by thegathering
Well, we tried to make our code as object oriented as we could, which ended up working well for our automatically aiming camera/launcher code. 
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It wasn't C++ code, though, so you didn't have class definitions and a memory manager floating about cluttering things up. You can, of course, still mostly apply object oriented design rules to get more modular, more portable code, but it still won't be C++ code, for good or ill. (Mostly for good)