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I've been casually watching these, might be able to clear some stuff up... He started out with a widows platform layer, which implements generic services (inpu
by bjg 12y ago
I've been casually watching these, might be able to clear some stuff up...
He started out with a widows platform layer, which implements generic services (input, sound, rendering, memory allocation) to get the system boot strapped. Since then he's mostly been writing generic game code (player movement, world rendering, time management, etc) which consumes the abstracted services and is cleanly separated from his windows platform layer. He architected it in such a way that it can be easily ported to other platforms once they have a game (he's brought up the raspberry pie a bunch a possible target platform).
The other people doing the ports have ported the "lessons" to other platforms so that people who don't run windows can (mostly) follow along, they are just viewers of the stream.
As for language choice, it is mostly C, the only C++ feature he uses (and why he compiles with a C++ compiler) is function overloading.