Ah, I have it now, but I had to look it up because this kind of thing is lost in the deep recesses of my mind, so I think I lose points there.
I find it quite cool that game programmers seem to be getting right into the swing of things with some of the more modern C++ techniques. The business world is stuck reinventing wheels poorly over and over again, while I've heard of a couple of high profile game studios using the STL. (unspoiled at this point because I don't think this gives away the answer at this point
I hear, though, that the devkits this gen at least have come with rather poor C++ compilers. I got the impression that gcc2.95 seems to be the base of most of them. If that's what you're working with, wait until you get a compiler that can really handle metaprogramming
It calculates the total number of combinations given two sets of v1 and v2 items respectively, correct?
Fafalada said:Good idea about spoiler tagging, let's see if anyone else wants to have a go
Yup, this kind of stuff is basically an introduction to template metaprogramming. The things that can be done with it are quite fascinating, as a game programmer I can't help but be intrigued by any possibilities of improving compiler 'intelligence' so to speak.
I find it quite cool that game programmers seem to be getting right into the swing of things with some of the more modern C++ techniques. The business world is stuck reinventing wheels poorly over and over again, while I've heard of a couple of high profile game studios using the STL. (unspoiled at this point because I don't think this gives away the answer at this point
I hear, though, that the devkits this gen at least have come with rather poor C++ compilers. I got the impression that gcc2.95 seems to be the base of most of them. If that's what you're working with, wait until you get a compiler that can really handle metaprogramming