Designing extensible, modular classes

One problem which often arises during programming is building a base set of functionality which can be extended by the user, while still being modular enough to make it easy to replace only certain parts of an implementation. I guess everybody of us has faced this problem at least once, and came up with different solutions. There is a really powerful and elegant technique for solving this kind of problem, which is what I want to show today.

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Finally, another game-development blog sees the light of day. What to expect? Posts related to different aspects of game engine programming (low-level, graphics, tools, …), a gush of useful C++ techniques, and other things that cross my mind while working on the Molecule game engine.