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Ask HN: A game concepts resource?
I am writing a game. Cocos2D-x and OpenGL, C++, OS X, iOS. Going well, I have never written a game before, the concepts are different (i.e, tracking sprites, etc)
I am learning, then finding a better way, then refactoring, rinse and repeat.
What I wish I had some knowledge of is how do other devs decide on class layout, data structures to use, etc for storing the state of the elements of the game? How did NES developers do it back in 1984-? See what I mean? Not how to write a game, the concepts of writing a game, laying it out, managing, life cycle management, event loop considerations.
Does anyone have any of those types of resources?
- sillysaurus2 13y agoGamedev here. Nobody knows. Seriously. The best advice you could get is to ignore what everyone else is doing and just do something that seems logical. Everyone has their own way, and learning some specific pattern isn't as useful as learning how to implement your vision regardless of which pattern you decide to use.
- jason_slack 13y agothis is interesting advice. Someone else told me to just do it how it works for you, refine/optimize later as you become better.
- JayNeely 13y agoYou might find either of these helpful: http://gamedev.stackexchange.com/questions/4157/what-are-some-programming-design-patterns-that-are-useful-in-game-development http://gamedev.stackexchange.com/questions/4157/what-are-som... http://gameprogrammingpatterns.com/ http://gameprogrammingpatterns.com/