Jump to content
  • Advertisement
Sign in to follow this  
Sceletor

Event driven architecture using SDL

This topic is 4006 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Im currently thinking about the whole architecture of the game Im developing (after just writing some classes to do some test with SDL and getinng used to C++) and after reading the book "Game Coding Complete", Im asking myself if I should use the architecture described there, which splits up the game into application, game logic and game view and uses events to communicate between the components. Im a little unsure since I was told in another forum that using events in a game requires the Win API, which I don´t want to use since I want to stay platform independent, but I think this information might be wrong, since SDL has events built in.. Did anyone here program a game with a similar design? Are the SDL events sufficient for this task?

Share this post


Link to post
Share on other sites
Advertisement
Quote:
Original post by Sceletor
...I was told in another forum that using events in a game requires the Win API...
Well, that certainly isn't true. I can't really comment on the larger question of general game architecture, but as far as polling and processing events goes, SDL is perfectly sufficient.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!