Answer the question
In order to leave comments, you need to log in
How is a demonstration curriculum different from a real project?
This refers to classes like Camera.h, Transform.h, Shader.h, which are written in Direct3D tutorials. Suppose the project has grown, where do they go? I want to predict how best to write them, taking into account their future fate, because otherwise there will be fatal problems for the project. It was already so.
Answer the question
In order to leave comments, you need to log in
I want to predict how best to write them, taking into account their future fateOne of the most common rookie mistakes. It is not necessary to lay down in advance - you will not guess without experience, and the premature complication of the architecture greatly spoils the maintainability of the project.
Didn't find what you were looking for?
Ask your questionAsk a Question
731 491 924 answers to any question