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xdc

good code to read

4 posts in this topic

When I find a good chess engine the code is always cluttered with the GUI, etc its using,

I just want to look at pure c++ code (console, ascii text)
I'm preferably looking for code that's for a chess game(with/or without AI), and a text RPG game

XoaX has a few samples of a chess and rpg text game but its not enough
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https://github.com/fdomig/chess-at-nite

http://cplus.about.com/od/chess-engines/Source-Code-For-Chess-Engines-C-C-And-C.htm

http://www.rocechess.ch/programming.html

http://eternaltreasures.hubpages.com/hub/How-to-program-a-chess-engine-in-C-plus-plus-language-compatible-with-Xboard-Winboard-Chess-Board-Representation
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[quote name='xdc' timestamp='1343278199' post='4963179']
When I find a good chess engine the code is always cluttered with the GUI, etc its using,

I just want to look at pure c++ code (console, ascii text)
I'm preferably looking for code that's for a chess game(with/or without AI), and a text RPG game

XoaX has a few samples of a chess and rpg text game but its not enough
[/quote]Reading other people's completed programs usually doesn't help much. Their code usually doesn't help you understand the problem domain much, and it's usually full of bad habits you'll pick up, OR tricks that only make sense in the context of their own program.

The best code to read for anything is in articles and tutorials. That way, when you understand how everything works, you will know how to write that stuff off the top of your head, instead of trying to reverse engineer someone else's design.

(since you just got Chess links...) For a text RPG, you can try reading a lot of MUD articles, and all the stuff at [i]ROGUE BASIN[/i]. They have great articles on random dungeon generation algorythms, and when you understand them, you can implement your own easily.

http://roguebasin.roguelikedevelopment.org/index.php/Main_Page
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Hello xdc,

The c++ code is always simple to understand compare to the Java, Advance java, .net etc. Computers are some of the a lot of able accoutrement that we accept available. They are able of assuming beauteous feats of computation, they acquiesce advice to be exchanged calmly behindhand of location, they abridge abounding every-day tasks, and they acquiesce us to automate abounding processes that would be annoying or arid to accomplish otherwise. However, computers are not "intelligent" as we are. They accept to be told in no ambiguous agreement absolutely what they're declared to do, and their built-in languages are absolutely clashing annihilation we speak. Thus, there's a appalling accent barrier amid a being who wishes a computer to do something, and the computer that does not apperceive what it's declared to do. So far, computers cannot amount out what they are declared to do on their own, and appropriately they await on programs which we create, which are sets of instructions that the computer can accept and follow.
Thanks and nice thread, i like your point of view.
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[quote name='Daaark' timestamp='1343358061' post='4963493']
[quote name='xdc' timestamp='1343278199' post='4963179']
When I find a good chess engine the code is always cluttered with the GUI, etc its using,

I just want to look at pure c++ code (console, ascii text)
I'm preferably looking for code that's for a chess game(with/or without AI), and a text RPG game

XoaX has a few samples of a chess and rpg text game but its not enough
[/quote]Reading other people's completed programs usually doesn't help much. Their code usually doesn't help you understand the problem domain much, and it's usually full of bad habits you'll pick up, OR tricks that only make sense in the context of their own program.

The best code to read for anything is in articles and tutorials. That way, when you understand how everything works, you will know how to write that stuff off the top of your head, instead of trying to reverse engineer someone else's design.

(since you just got Chess links...) For a text RPG, you can try reading a lot of MUD articles, and all the stuff at [i]ROGUE BASIN[/i]. They have great articles on random dungeon generation algorythms, and when you understand them, you can implement your own easily.

[url="http://roguebasin.roguelikedevelopment.org/index.php/Main_Page"]http://roguebasin.ro...x.php/Main_Page[/url]
[/quote]

On the contrary, reading other peoples' code is actually a really good way to learn. Reading a large body of code written by another person can give you some really interesting insights into style, design, architecture, and you may even pick up a few new tricks or idioms.

But I agree; for specific things (such as implementing a particular collision detection algorithm), tutorials and articles will probably be more useful.
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