[SDL] Where SDL goes in your game
Lilith Calbridge
lilith at dcccd.edu
Wed Nov 8 13:24:34 PST 2006
On the one non-game full application (presentation) I've written I
created a class of SDLObjects. The essence of the object was that it
held a static object that was a pointer to my video display surface so I
didn't have to keep passing the pointer to the objects. Beyond that I
had position markers and some state indicators; alive, visible, active,
moving, move_type, etc along with associated functions. And of course,
there was the ubiquitous Draw() function. Most of the other
functionality/logic is handled by the program. Some functions that were
part of the system weren't part of any object. But they were aware of
the nature of the object. That leaves things more flexible. When it
makes sense to add some functionality I decide where it belongs.
I guess you could say that rather than top-down programming I tend to
do inside-out programming.
Lilith
>>> On 11/8/2006 at 1:54 PM, in message
<36e6d5110611081154t199435cdw426fcdec80a012cd at mail.gmail.com>, "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
>>
More information about the SDL
mailing list