Game Programming and Development Tools

Hows my design doc? – luke

luke

Member

Posts: 311
From: I use your computer as my second Linux box
Registered: 10-30-2005
Hello all, I am currently (rather, about to) beginning the coding of my SDL code base. This time however, I've written a design doc. I'm just wondering how you think I can improve it. The only thing is, is that this isn't a game design doc, its just a code base design doc.

Note: You'll need to use Internet Explore, to view the file correctly, Im really sorry bout that.
www.freewebs.com/mlanet/DesignDoc.mht

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[This message has been edited by luke (edited September 26, 2006).]

[This message has been edited by luke (edited September 26, 2006).]

JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
...I don't know SDL, but good job! Anything that's "design doc-ish" deserves a hat's off. God bless you.
luke

Member

Posts: 311
From: I use your computer as my second Linux box
Registered: 10-30-2005
Thanks for the encouragement JetSpice!

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If you can see Chuck Norris, He can see You.
If you Can't see Chuck Norris, you may be seconds away from death.

dartsman

Member

Posts: 484
From: Queensland, Australia
Registered: 03-16-2006
Overall pretty good...

Could use a bit more detail. Also I would suggest you wrap your engine with a engine specific namespace. A good point to note is that you did a good set of goals, now what you could do is go into detail about those goals.

Such as: "Capable of resizing, clipping, and rotating a 2D image", how? what techniques will you use? Does SDL control this, or own routines?

Check the words your using...
plain and plane are different hehe

"Absolutely NO typedefs, hiding the real datatype from a programmer is unethical."

umm... thats ok if you really want... but typedefs should be used for certain data types... unethical, I don't think so, think of BYTE and DWORD. I don't know about your compiler and header files which you include but it's a heck of a lot easier/nicer to read 'BYTE' then 'unsigned char'...

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Programmer - Team KAIZEN

luke

Member

Posts: 311
From: I use your computer as my second Linux box
Registered: 10-30-2005
Alrighty, I'll specify my techniques and clean up my typos
The whole typedef thing though is just from smoe experiences in DirectX, I would want to use some sort of variable of type y and I'd have to search down this insanely long tree of typedefs (as long a three or four) to find out what it's real type is.... I'd guess typedefs are OK if everyone knows what they are, but when a user tryies to use a lib, with alot of typedefs questions can come up.

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If you can see Chuck Norris, He can see You.
If you Can't see Chuck Norris, you may be seconds away from death.

dartsman

Member

Posts: 484
From: Queensland, Australia
Registered: 03-16-2006
yeah, I know what you mean with DirectX's typedef's... My current engine I'm working on is using DirectX 9.0c API for graphics and input (possibly sound too). Much like the DirectX Utilities (D3DX) interfaces, typedefs in directx do come in handy. Most of the typedef's in DirectX are there as shorthanded notations, however they did go a bit overkill on it...

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Programmer - Team KAIZEN