Hi,
On ۱۰/۰۱/۲۸ 08:13, Ben wrote:
> Hi,
>
> About Hedayat's point *3*, I think Andreas tries to concentrate the
> abstract information
> only in class *impfactory* and the particular engine is created at the
> constructor function of ImpFactory. Otherwise the engine-special info
> will be
> added into every class, such as body, joint which should be avoid.
>
> I believe the current design is the same with OpenGLServer as Hedayat
> mentioned before.
>
> The superficial differences are:
>
> 1. ImpFactory instead of PhysicsSystem
> 2. PhysicsServer is null, not like OpenGLServer (the code is in
> ImpFactory)
>
> However, essentially they are the same, since both use bridge pattern.
>
> Please point out if I'm wrong. Thanks a lot!
Yes, as I've noted in point 3 the final design somewhat follows the
pattern used in other areas like the OpenGLServer/OpenGLSystem classes.
IMHO, the set of abstract classes do what OpenGLServer class does in
that context (because of the complexity of physics classes compare to
the OpenGLServer class, this is reasonable). And as you said, ImpFactory
class has the same role as engine specific PhysicsSystem classes.
I think with some slight changes, the code will be as flexible as those
classes (e.g. creating the engine specific class in the constructor
which determines the engine at compile time).
Thanks,
Hedayat
>
> Regards
> Ben
>
>
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