***THIS PAGE CREATED FROM MY NOTES AND OFF THE TOP OF MY HEAD. ALL EXAMPLES WERE COMPILED AND TESTED ON MANDRAKE LINUX 10***
What a programmer should have & game logic
People think game programming should be just hacking up code straight from you head. Well in reality to build a game engine you should always be thinking of the pros and cons. It is good to be prepared with a notepad and binder for programming notes and design notes for the engine. You should plan out everything on paper before doing anything. I write down the goals and plans for game design then try to start coding it. Its like building a building structure. You must start from the bottom then build up from there. There are better pages that explain game programming than this page.
Class programming in C++
#include /*the include directive*/
using namespace std;/*this is a namespace which acts like a partition. Namespaces localize header files and are a better way to organize the headers. It stores the header files locally to avoid namespace collisions from my understanding*/
class kodi
{
int a;//cant initialize here.
public:
void num(int j){a = j;}/*Here we are using automatic inline functions. The advantage of usint this method over a common function is so you could have better proccessing speed. The disadvantage is it takes up more code space for large tasks in turn creating a lot of copying and pasting*/
int show(){cout<
};