Personally, I find the SDL docs are fine (the ''SDL Guide'' section in particular.
Richard "Superpig" Fine
- saving pigs from untimely fates, and when he''s not doing that, runs The Binary Refinery.
Enginuity1 | Enginuity2 | Enginuity3 | Enginuity4 | Enginuity5
ry. .ibu cy. .y''ybu. .abu ry. dy. "sy. .ubu py. .ebu ry. py. .ibu gy." fy. .ibu ny. .ebu
"Don''t document your code; code your documentation." -me
How long would it take to learn SDL?
quote:Original post by Thrust
Im still trying to figure out how design works. Up until about a month ago I didnt know for a game to work right you have to program it in order (Start of game-level 1-end).
Actually, for anything but pretty simple games, that''s a really, really bad way of doing it - writing code for each individual level.
What you want is a data-driven architecture. This means that you have a single CLevel object, which can load in a text file as source data (containing, for example, the positions of all objects in the level).
If a given level needs special functionality, you could either provide that functionality to all levels and just not use it on any others, or you could derive a class from CLevel, modify the behaviour, and use it specially for that level ("if(level==10)return new SpecialisedLevel(); else return new Level();")
Why''s it so great? It means that you (or indeed others) can make changes to the level data without having to rebuild the program.
Richard "Superpig" Fine
- saving pigs from untimely fates, and when he''s not doing that, runs The Binary Refinery.
Enginuity1 | Enginuity2 | Enginuity3 | Enginuity4 | Enginuity5
ry. .ibu cy. .y''ybu. .abu ry. dy. "sy. .ubu py. .ebu ry. py. .ibu gy." fy. .ibu ny. .ebu
"Don''t document your code; code your documentation." -me
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