[SDL] Where SDL goes in your game

Josh Matthews mrlachatte at gmail.com
Wed Nov 8 12:37:22 PST 2006


I like to separate SDL into a special video interface, and have an
over-arching input system that tells everything else what to do.  This way,
most of the game logic doesn't have to care about anything to do with
graphics or input and can concentrate on being logical.

On 11/8/06, Armond Sarkisian <armond.sarkisian at gmail.com> wrote:
>
> Hmm,
>
> So it is better to keep everything minimal under the fewest number of
> classes. I must admit, I do tend to want to "over" organize my programs but
> I will think this over. Anyone else have any other suggestions?
>
> On 11/8/06, Peter Mulholland <darkmatter at freeuk.com> wrote:
> >
> > Hello Armond,
> >
> > Wednesday, November 8, 2006, 5:43:55 PM, you wrote:
> >
> > > Hi everyone,
> >
> > > This is my first post in this forum and hoping to find some help. I
> > started
> > > SDL a few months ago and all is well except I have a problem with the
> > entire
> > > program's structure.
> > >
> > > When we create an SDL-based app, where do you put all the SDL data as
> > far as
> > > the entire program's structure is concerned. An example... suppose we
> > have the
> > > following classes:
> > >
> > > - GameObjects  ( super-class )
> > >
> > > - Ball ( derived-class )
> > > - Paddle ( derived-class )
> > <snip>
> >
> > My two cents. Please do not get Java-itis and write your games so that
> > every little thing is an object. It's inefficient, it's difficult to
> > follow, and if you have to port such code (as I do) it's a total pain
> > in the ass.
> >
> > --
> > Best regards,
> > Peter                            mailto: darkmatter at freeuk.com
> >
> >
> > _______________________________________________
> > SDL mailing list
> > SDL at libsdl.org
> > http://www.libsdl.org/mailman/listinfo/sdl
> >
>
>
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>
>


-- 
Cheers,
Josh

PGP: http://revvy.box43.net/Josh_Matthews.asc
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