| I've scoured the forum for any topics that already addressed this question, so apologies if this has already been covered... 
 
 BIG PICTURE: Keeping game specific code completely seperate from the game engine code
 
 SETUP: I am loading a text file (game specific) that contains data for entities within a game environment.  The engine creates the entities based on this text data.  Each entity is given a unique name, a string, which is stored in the engine for referencing the entity's data.  I have a .bmx file that contains game specific types derived from an engine base type that are the entities in the engine.  Each entity type also contains a function called 'new*EntityName*Func()' which just creates a new instance of this particular type.  Example: an entity named "Alien" whould have a member function in it's type called 'newAlienFunc()'.
 
 PROBLEM: I am trying to build the name of this member function when my text file is parsed and point a function pointer to it.  This will enable the engine code that creates new entities to simply call a generic 'newEntityFunc()' which would actually point to a unique function for each entity type based on run-time data.  If my memory serves, this was not a problem in a C implementation of this engine - hoping someone has insight into this area of BlitxMax.
 
 Thanks in advance!
 
 
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