OpenGL/ C++ FPS Tutorial part 10: Project organization and basic ResourceManager class

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In this tutorial series I will show you how to make an FPS from scratch using C++ and OpenGL.
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On the subject of project organization regarding the headers, I prefer to refactor as follows: use forward references to class and struct when necessary before the class declaration, and move all headers to the implementation cpp files where required. This minimizes incidental header coupling, making it easier to scale up the project as it grows. Also, if you use precompiled headers (.pch), you can include headers like vector in the .pch header, or if not using pch, just in the cpp.

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Yes, it would be better to use forward references to classes instead of putting the #include's in every header, I'll switch to doing that in future videos. Forward references kinda escaped me for some reason, thanks for reminding. As for precompiled headers files I was planning on using them in the future.

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