yaustar posted on Apr 28 2006 at 04:20 PM said:
Just started looking at the gamecube dev kits (SN Systems) at University and was fairly shocked that it didn't really support some of the C++ basics such as Virtual tables and templates. Even the defualt keywords 'new' and 'delete' have to be redefined. So how well does the GP2X handle it? Will using virtual functions slow it down considerably?
Don't know what version of GCC your using, last time I used SN tools they were still on GCC, was some talk of them doing thier own compilers.(ps2 I think) There was a time that SN was using a bust version of GCC, 2.4 or something I think, I worked with Gil J Smith for a while, he had all the gossip having worked at SN for a few years. First thing you should do is make sure its all up to date, really sounds like your not. If you get real stuck with your GC stuff drop me a mail and i'll do a bit of investigating for you.
Spartan: Total Warrior (last game I work on) was as C++ as you can get and the GC was fine with that. As Mr.Jabberwocky says, its the compiler more than the HW that gives support.
There are some issues with the way C++ works that could give some bits of HW a hard time, this is because C++ can be a bit thrashing of memory. Its very powerful but with power come responsibility. Its very easy to 'balls' it up.
As a side note, the GC had very quick memory, so out of the three consoles its prob the best for C++. (don't quote me on that)
I'm using C++ in my code, having looked at the HW over the last few weeks I don't see why C++ could cause probs, at the end of the day, if some code is going slow the first thing to do is see if changing the algo will make it quicker. Only when your sure that the algo is the best way then for heavy code drop in to asm, its the only way.
If your looking to go into games development then C++ is a must, very few dev houses use C only these days.