• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Raap

Code design

4 posts in this topic

I'm relatively new to c++ programming, but I feel like I got the basics through various tutorials and practice. I've gotten to the point where console programming has become less interesting, and I've just started to scratch using OpenGL.

I'm using SDL as my base and OpenGL through that, to simplify the learning process somewhat. I've gotten started and things are working nicely, but I find that I continue to run into not coding questions but design questions. I'm purely focusing on 2D at the moment, simply building quads and texturing them.

The results are coming out as I had planned, which is good, but it has led me to question what the most efficient way( both in terms of performance and general code organization) of doing this might be.For instance, do I keep the drawing code in my game/graphics class and iterate through UIelements/gameobjects to get coordinates/textures and draw stuff that way, or do I add the actual drawing code to the gameobject classes themselves, then iterate through and call it in each of them? What about the textures? Do I keep them in a separate container in the main class, thus allowing me to use the same texture for several objects, or do I store each object's texture inside the object thus leading to duplication but no time spent searching for the texture? Maybe just store a pointer to a place in a container?

I'm also struggling with some more general stuff. For instance, what would be a good way of only calling the writing function for stuff that will actually be visible? I could just check the coordinates, but that would definitely add a lot of overhead every time I'm rewriting the screen.

As of right now, I haven't even started on the actual game. But in that regard, should I make a game class/object that is separate from my current main class which currently just contains SDLstuff/graphics/eventhandling and such?Or do I just keep it all inside one huge main class?

Anyway, I'm not necessarily looking for detailed answers to each and every question, but general advice and maybe some links. I've been through a few tutorials obviously, but they all seem to focus more on the code-typing part instead of code management and design. At least they don't seem to go very far in explaining why things should be as they have set them up. I know there's rarely a 'right answer', but any input from someone with actual experience would be good. Thanks!
0

Share this post


Link to post
Share on other sites
The overhead of checking if an object is in view is most likely magnitudes less hen drawning it. Google "culling or frustrum culling"

As for what's most efficient completely relies on the rest of your program and the platform it's running on. I would advise you take the short time to implement both ideas and see how they work for you. If not just for more practice but it'll help get an understanding of how things work across different designs. You'll probably find that performance wise they're the same and he big difference is in manageability of your code.
0

Share this post


Link to post
Share on other sites
Before you get too deep into SDL you may want to look at SFML. It takes a more OO approach and may save you some effort if you're looking to wrap the API. But if you're happy with SDL go ahead and use it.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0