ar81
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As you may know the last time I took a course on programming was in 1986 when I learned BASIC for Wang PC. Later I learned the basics of Visual Basic 5. To me it is like taking a "basic course of Windows" for today's standards.
The first projects, Mesh Wizard, Surface Base Wizard, and the first version of Space Orbinomics that used DGIII were my first "real world" practice. The code works, but from my view today it is just too messy, the work of an amateur. If you could see the code, you'd look like this.
When I tried to remake Space Orbinomics I realized that I was having lots of problems because the code became long and unbearable.
I had to restart the project, this time using Object Oriented Programming, but it also became unbearable. So I discovered that perhaps something was wrong in the way I am approaching design (organizing code in modules and class modules).
So I think that if a second attempt to restart the project is to be made, I better come with something that does not lead to a dead end where I need to remember lots of things. Any design tips?
I found a book that provides these tips, but I do not understand what it means:
Certainly I got tired of learning by making mistakes when things become too complex because of a poor design. Any tips on how to design games?
While you post here, I am coding a "mini-game" that was planned to be originally included in Space orbinomics, but I decided that it should be a separate game.
I will not tell you what it is about, but I bet you will love it. It is about 70% finished, a bit closer to a game than closer to vaporware.
Any tips on game design to speed up coding or to simplify it, would be useful and appreciated.
The first projects, Mesh Wizard, Surface Base Wizard, and the first version of Space Orbinomics that used DGIII were my first "real world" practice. The code works, but from my view today it is just too messy, the work of an amateur. If you could see the code, you'd look like this.
When I tried to remake Space Orbinomics I realized that I was having lots of problems because the code became long and unbearable.
I had to restart the project, this time using Object Oriented Programming, but it also became unbearable. So I discovered that perhaps something was wrong in the way I am approaching design (organizing code in modules and class modules).
So I think that if a second attempt to restart the project is to be made, I better come with something that does not lead to a dead end where I need to remember lots of things. Any design tips?
I found a book that provides these tips, but I do not understand what it means:
- Avoid hidden code that performs nontrivial operations.
- Keep your class hierarchies as flat as possible.
- Be aware of the difference between inheritance and containment.
- Avoid abusing virtual functions.
- Use interface classes and factories.
- Use streams in addition to constructors to initialize objects.
Certainly I got tired of learning by making mistakes when things become too complex because of a poor design. Any tips on how to design games?
While you post here, I am coding a "mini-game" that was planned to be originally included in Space orbinomics, but I decided that it should be a separate game.
I will not tell you what it is about, but I bet you will love it. It is about 70% finished, a bit closer to a game than closer to vaporware.
Any tips on game design to speed up coding or to simplify it, would be useful and appreciated.
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