[gameprogrammer] Re: Design resources

If I understand your requirements, that is pretty much what you want to 
learn: how to work out what your code needs to do, then how to work out 
what functions it needs and then how to code these functions.
At the risk of flogging a dead horse, and I realise that you were not 
entirely happy with enginuity parts 1 and 2, have you looked at parts 3-5???
If you read part 3, it tells you: you need a profiler.... this is what 
it needs to do.... here is how you code it.... but hey, don't I need to 
do this too?... Ok, this is how you do it......

I think that once you have obtained an idea of all the components of 
your game engine (or just the game), you then need to work on one 
component at a time. Looking at other peoples' code should tell you 
where to start. For example the code below.. Now I don't lie his logging 
methods so I look elsewhere.

Here is an exerpt of part 3:

    * A CProfileSample object is created with a given name at the
      beginning of the block of code. It starts the timer.
    * At the end of the block of code, the CProfileSample object is
      destroyed (either explicitly, or by letting it fall out of scope).
      It stops the timer.
    * When starting up the engine, you set a pointer to an object
      derived from CProfilerOutputHandler, which is responsible for
      logging/drawing the statistics the way you want.

            Static functions of CProfileSample allow you to reset the 
statistics for individual samples or for all samples in the system.

    We can wrap almost all of our profiler up in the CProfileSample 
class. Take a look:

        class CProfileSample

        {

        public:

         CProfileSample(std::string sampleName);

         ~CProfileSample();







>>Dominic McDonnell <telarau@xxxxxxxxxxxx> wrote:
>>Hi,
>>I've been programming for a little while, and I've finally got 
>>around to making games (my primary objective when I started :-). But 
>>I've hit a snag. Games are a lot more complicated than the other 
>>programs that I've created. I have been coding programs with little or 
>>no planning, and that just doesn't work with complicated projects. I 
>>have looked around the internet for resources on designing programs, but 
>>all I can seem to find is tutorials or articles on the design of the 
>>interface not designing the code underneath. I was wondering if you 
>>could tell me of any book or other resource that would give me some 
>>help. By design I mean techniques for defining what the program has to 
>>do, and then how to go about it.
>>Dominic McDonnell
>>
>>
>>
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