When game programming books are useful
With bombs and penguins I did my first attempt to create a "game engine" in C++ in which all the library I used could fit nicely, and I may say I both succeeded and failed in this intent. I succeeded because everything was actually working fine and failed because everything was slowly getting messy and difficult to mantain as I wrote new code :)
It is true that every architecture you build/use will have some trade-offs, but I needed a better base to build my game. That's why I decided I would buy the book you see in this post and after reading it, it definitely taught me how a good architecture should be made.
That's why I decided to rewrite the game code for bombs & penguins from scratch following the model proposed by this book. Of course, I didn't copy the code proposed in the book as it is, and that would be quite pointless I think, but instead I took inspiration from it and built a much better and efficient game engine than the old one. It took me about two weeks of coding, but it was worth the pain! :)
This isn't a review of game coding complete, but I do recommend reading this book to any game programmer wishing to build a solid base for their game!
I also rethought the role of Lua scripting language in my game. Before I was using it to code the gameplay elements, but now I'm using it more as a replacement for XML to load levels and elements. That is because I program alone and I do not have any scripter working with me, so why spend a lot of time trying to fully integrate scripting in my game? I realized it's quite a waste of time in cases like mine :)
Pubblicato da _yoshi_ a 12:03