Original Post
Hi,
because I want extensibility in my engine, sometimes i use function pointers, and some times i group them in a class.
I dont use virtual classes cause in my opinion they''re overkill for what im doing, although, as allways, i see things as tools to be used where they make the job easier...
Now, my main question is: Could function pointers, and function pointers in classes, if used "too" extensively (and i leave that a bit open to interpretation), be too "expensive" (in terms of optimization, speed, whatever) in a 3D engine, under the intel & clones platform?
...Or are function pointers too... how do i put it... in-grained into the x86 opcode architecture, that makes them cheap?
Im open to suggestions and optimization tricks, even, and maybe especially, at the asm-level... with all that branch-predicting stuff that goes on in modern day processors (i stoepd programming asm in the 486)...
Thanks for the inputs...

[Hugo Ferreira][Positronic Dreams][Colibri 3D Engine][Entropy HL2 MOD][My DevDiary]
[Yann L.][Enginuity] [Penny Arcade] [MSDN][VS RoadMap][Humus][BSPs][UGP][NeHe]
"our stupidity allways comes back to bite us in the ass... in a white-shark sort of way..." - Prozak

[Hugo Ferreira][Positronic Dreams][Colibri 3D Engine][Entropy HL2 MOD][My DevDiary]
[Yann L.][Enginuity] [Penny Arcade] [MSDN][VS RoadMap][Humus][BSPs][UGP][NeHe]
"our stupidity allways comes back to bite us in the ass... in a white-shark sort of way..." - Prozak