Timeline for Game engine Scene class using raw pointers
Current License: CC BY-SA 3.0
9 events
when toggle format | what | by | license | comment | |
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Jan 7, 2016 at 18:43 | answer | added | glampert | timeline score: 3 | |
Jan 7, 2016 at 18:35 | answer | added | Barry | timeline score: 8 | |
Jan 7, 2016 at 18:35 | comment | added | sydan | Thank you! That is a good piece of advice! Would I need to use std::move to put entities into the std::vector structures when an entity is added? | |
Jan 7, 2016 at 18:29 | comment | added | Loki Astari | std::unique_ptr is your friend and has basically no overhead that is not needed (ie any overhead it adds is overhead that you need to add manually with a raw pointer). Without it your code has no owership semantics and will basically cause problems becuase you don't know who owns an object. | |
Jan 7, 2016 at 18:08 | history | edited | glampert | CC BY-SA 3.0 |
Fixed typos.
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Jan 7, 2016 at 18:02 | history | edited | 200_success |
edited tags
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Jan 7, 2016 at 18:01 | history | edited | sydan | CC BY-SA 3.0 |
Expanding on my original question.
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Jan 7, 2016 at 17:46 | review | First posts | |||
Jan 7, 2016 at 18:02 | |||||
Jan 7, 2016 at 17:39 | history | asked | sydan | CC BY-SA 3.0 |