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SDL C++ Game Project Update

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Uploaded by on Jul 18, 2009

This video showcases an updated Level editor featured in an earlier video, plus it demos an early build of the game's "Play Mode." Everything seen was built from the ground up using C++ and SDL

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Science & Technology

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Standard YouTube License

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Uploader Comments (ADreamPainter)

  • 1:34 awful! Definitions are in a *.cpp! And why is FRAMES_PER_SECOND a signed int?

  • @hiphoper19881988 I'm learning. Self taught. I was following a tutorial when I designed it that way. Like always I am always learning and eager to any alternative suggestions to improve my programming style and performance. Perhaps you might point me towards an article that may be useful, or further elaborate on some suggestions of how I can improve my programming style? As I'm hoping to become more of a professional, that would be quite helpful. Thanks. :)

  • Pretty impressive, high quality work, but it seems the collision and animation code needs a few tweaks

  • still a work in progress.

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All Comments (14)

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  • @TheProgrammingExpert i dont think you should use #define for constants, that's what const keyword is for. and every int is signed by default (so if you dont write unsigned int, but just int then it's signed).

  • @hiphoper19881988 where the fuck does it say signed int. it says const int what the fuck have you been smoking.

    a more efficiant way would be to write #define FRAMES_PER_SECOND 60 if you are using the definition in a function that takes a signed int,and by the way all intigers are by defualt signed which means they can be positive or negitive.

  • nice

  • nice, the arrows are a very nice touch, I think I am going to use something similar in my game engine...

  • nice

  • dude excellent job =) very impressive keep it up =)

  • Great job in the back ground, i loved it. Keep working in the 2D plataform engine, it needs to be tight or your gameplay will be fucked up.

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