You’ve thought about the rendering engine in Part 1, taken a look at all of the work needed in Part 2, and covered the sorts of functions you’ll need for audio in Part 3. Now we’ll go over the various “utilities” that you might need. Utilities are the part of the engine that I’m not …
A while ago I wrote an article on how to make quick Chip Tune music for your game using free and open-source software. Well, that was all well and good and everyone made some suitable music for their games. But now we need to get a little more in depth. In this article, I’ll show …
You’ve done it! You’ve made your first game, a clone of Pong. You went through the architecture of the codebase in part 1, then you coded the game up in part 2. Now you have a game! It’s a fun game, but it’s just like every other version of Pong, right? There’s also some things …
Making games is hard, and you’re a people-person, so what better way to make a game, than with a team? And so here you are, trying to work out just how you find a game development team.
In these articles, I’m going to show you how to make Pong from scratch. Not completely from scratch, we’re going to use some libraries. Or maybe you could combine this article with some learning of your own to build your own libraries.
Lookup Windows API Virtual Key Codes by pressing keys on your keyboard. Get instant C++ code to check if that key was pressed.
I was originally going to title this article “The Art & Science of Code Documentation”, but the more I thought about it, the more I realised there isn’t a lot of science behind it. It really does become a fairly subjective thing. Some people comment and document more than others, some files 100’s of lines long don’t need documentation, some that are under 100 lines desperately do.
But there is an art to it, and there are a set of good, strong guidelines that if followed, will ensure that your code remains readable for yourself in 2 years time, or to the next person to try and decipher just what the hell you were doing.
Let’s go over them.
Whether you’re a solo auteur crafting an experience that remains true to your vision, or you’re the chief ideas guy of your three man team; every game needs to start with a Game Design Document.