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snortboy wrote:

> how do programmers set up large progs so that it all
> comes together when you actually punch out the code?

Two words.  Modular programming.

What that means is when I write a game, I start with a basic loop that ends
when the player
presses the ESC key.  Everything else goes on inside of here.  I generally
use what Rob refers to as "Bottom-up" programming, but I like to call it
"seat-of-yer-pants".  Then I fit the pieces in one at a time, usually
starting with the good guys first, then the levels and backgrounds, and
save the bad guys for last.  That way, once a particular piece of code
takes shape, I just make it a function and refer to it from my original
loop.  I think this has 2 advantages.  First, I'm usually pushing my
programming skills to the limit when I start a game, so I need to play
around with an idea as a standalone piece of code before I can incorporate
it into my program.  Secondly, when I am finished coding, my loop is a
perfect outline of what's going on in the program- and since I don't make
very good comments, this has saved my butt several times.  So when
something goes wrong, I can just comment out 1 function call instead of 200
lines of code, and test to see if that particular function is faulty.

I am currently working on a game, so I'd be more than happy to exchange
ideas with anyone else who has done the same type of thing.

Deuce
bjackson at printinginc.com

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