As I've stated various times in Development, I'm out of my league here when I start trying to understand C++ mechanics. That being said I spotted this thing the other day which might be of interest:
http://www.libyuni.org/en/
Reading the What Is Yuni section has me thinking that it seems like a good idea in theory, but I'm unsure as to how it is practically so I was hoping some of you developers with a more keen mind for this area of programming method might let me know what you think. The only actual working example of games I know of that use this is TA3D, a new engine for the RTS game Total Annihilation, and I think there is some working program examples shown on the website somewhere as well. Frankly what got me interested was reading about how pointers were a bitch to manage in C++ and then seeing "Smart Pointers" under the list of functions that Yuni has, idea being pointers without the irritations associated with them.
Yuni Framework
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BPzeBanshee
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Re: Yuni Framework
At first glance, I'm not sure why one would use this instead of Boost libraries and a handful of others for specific I/O domains (e.g. WxWidgets, OpenGL, OpenAL). However, I can't claim to be a C++ expert, so I guess it's possible that this is addressing concerns that other libraries don't.
Re: Yuni Framework
It sure looks like a Boost competitor. Its path handling lib has got to be better though
To be honest though, I think most simple games wouldn't benefit from that. If you're a beginner, I'd suggest staying away from writing multithreaded applications as much as possible just because you can create hard-to-find bugs. If you do, though, I could see how this or Boost would come in handy (especially if you plan to port your application).
Smart pointers are nice to have, too. But C++ does have auto_ptr already if you need that. You still should be careful with them though.
So many cross-platform behavior nightmares with that library. If you need a full-featured GUI kit, Qt is pretty good.
BTW, if you're just starting out with C or C++, could I recommend Allegro? It's relatively easy to use, and I'm still the most productive when I use that (over SDL).

Smart pointers are nice to have, too. But C++ does have auto_ptr already if you need that. You still should be careful with them though.
Oh god noEx-Cyber wrote:WxWidgets

BTW, if you're just starting out with C or C++, could I recommend Allegro? It's relatively easy to use, and I'm still the most productive when I use that (over SDL).
Humans, think about what you have done
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BPzeBanshee
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Re: Yuni Framework
I'm aware Udderdude uses Allegro for his C++ work in the XOP engine, I was just curious as to what you guys thought of this as the TA3D project uses it. I recall reading somewhere that Yuni isn't multithreaded due to some of the command stuff but then I was quite erratic in browsing the site. I certainly don't plan on learning the ropes of C++ with actual libraries in the immediate meantime, but maybe in the holidays I'll take your advice and muck around with Allegro a bit, thanks for the suggestion. 
I suppose the main concern when it comes to using a framework for shmups is: how well does it work, what benefits does it have, and is it cross-platform. The conclusion I seem to be getting from this is that there are other probably better alternatives to Yuni for stuff that isn't too complex like shmups.

I suppose the main concern when it comes to using a framework for shmups is: how well does it work, what benefits does it have, and is it cross-platform. The conclusion I seem to be getting from this is that there are other probably better alternatives to Yuni for stuff that isn't too complex like shmups.