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Fun with Stateless API


Josh

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Leadwerks 5 / Turbo makes extensive use of multithreading. Consequently, the API is stateless and more explicit. There is no such thing as a "current" world or context. Instead, you explicitly pass these variables to the appropriate commands.

One interesting aspect of this design is code like that below works perfectly fine. See if you can work through it and understand what's going on:

int main(int argc, const char *argv[])
{
	//Create a model ;)
	auto box = CreateBox(nullptr);

	//Create the world
	auto world = CreateWorld();
	
	//Create a camera
	auto camera = CreateCamera(world);
	camera->Move(0,0,-5);

	//Create an instance of the model in the new world
	auto model = box->Instance(world);

	//Create a window
	auto window = CreateWindow();

	//Create a rendering context
	auto context = CreateContext(window);

	while (not window->Closed())
	{
		if (window->KeyDown(KEY_ESCAPE)) window->Close();
		world->Update();
		world->Render(context);
	}
	return 0;
}

 

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Just to play devils advocate, instead of having global functions like CreateBox() CreateCamera() and passing in the world, what about functions tied to the world itself like world->CreateCamera(), world->CreateBox()?

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1 minute ago, Rick said:

Just to play devils advocate, instead of having global functions like CreateBox() CreateCamera() and passing in the world, what about functions tied to the world itself like world->CreateCamera(), world->CreateBox()?

Good question.

  1. Entities can be created without a world, as shown in the example above.
  2. It's ugly.
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If we were following C++ ideology we would not have a creation function at all. You would do this for each object created:

auto model = make_shared<Model>(world);
model->MakeBox();

And I would go out of business because no one would want to use it. ?

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I suppose the closest you could get is having static methods on the class that do the same thing as your straggler C methods. Might help with intellisense to have that instead of having to remember?

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