<br />And that works fine.<br />Say for instance you try to move the code into a header and class files so that everything is declared and initialised separately:<br />mystuff.h<b
story short, it use some conditional compilation #if/#endif to mix editor/runtime stuff which couldn't be so easily separated and then there is the problem of the building the player when you mix edi
<div class="QuoteText">One more thing, we could add tool specific stuffs using conditional compilation, so things specific to Box2D could be added under <a rel="nofollow"
PHYSICS_BOX2D <a href="https://forum.orx-project.org/search?Search=#endif&Mode=like">#endif</a>, some engines for example cocos2d does it this way, a
<br />I prepared a proof of concept implementation. You can find a patch in the attachment. For now I've enclosed the implementation inside #ifdef's as I'm not sure if an additional char pointer
<div class="QuoteText">I'm afraid you'll have to suffer through <a rel="nofollow" href="https://forum.orx-project.org/search?Search=#ifdefs&Mode=like"
for now. <img class=" title=":/"><br />But depending on your needs, if you simply want to generically push vertices+attributes for an object I can probably wrap this on
platform independent, or should I suffer the #ifdef's if I want that much freedom? If the answer's going to be much longer than yes/no, please tell me, so I can do this properly in a dedicated thread