   just a thought?
  im trying to create a breakout like game, where i have a class for my blocks that the player wants to strike down with the ball. its called CBlocksand in my game i create an object,CBlocks Blocks[BLOCKS_COLS][BLOCKS_ROWS];(those two are defined, cols = 8, rows = 4)its only 32 blocks, so maybe it wouldnt make such a big deal here.but would it speed things up(i got code for checking if a block has been hit by the ball, and if the block is still alive(draw it) or dead(its been hit by the ball, dont draw it) and it goes something like this   for(int y = 0; y < BLOCKS_ROWS; y++){    for(int x = 0; x < BLOCKS_COLS; x++)    {   Blocks[x][y].checkAlive();   Blocks[x][y].draw();   Blocks[x][y].setXpos(new xpositionhere);    }    Blocks[x][y].setYpos(new ypositionhere);}something like that, so would it help making Blocks[][] a pointer(the speed)?right now its such a simple small game so i doubt it would have any effect on it but i would still like to know 
  From looking at the above code, the slowest thing (assuming unmanaged C++) is the allocation of two objects per drawn brick per frame. Heap allocation eats up a lot of time, so when you can, don''t use new, use copy constructors instead, and if the data to copy is too large, allocate an initial pool of objects on the heap in the beginning, and pick objects from that pool instead of allocating new ones.Also, Blocks is already understood by the compiler as a pointer. The only difference it would make when you explicitly define it as a pointer, is that the compiler doesn''t know its dimensions anymore (so you can''t use [x][y], you have to use [x + y *width] instead). The only advantage of doing this is not speed, but rather it being an expandable design (you can change the size of the brick array at runtime, while right now you can only change it at compile time).   Victor Nicollet, INT13 game programmer ;  you mean, like if i wanted to add more bricks? instead of it being 32 bricks? ;  I mean, if in some levels you wanted to have 32 bricks, and in other levels you wanted to have 64.   Victor Nicollet, INT13 game programmer 