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/agdg/ - Amateur Game Development General

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Welcome to AGDG, keep working on your game anon!
See also: /ideaguy/ | /vm/

File: eaf879728f50d6a⋯.png (54.76 KB,302x302,1:1,950b554ec9f11889d1a7f34ccb….png)

0bdeaf No.29056

So I've been having troubles with writing parts of my game like z-layering and structuring my game code. Are there any good resources on algorithms and code structure? Or should I just cheese it

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f4a97b No.29057

I think its a matter of practice, at least thats how i have improved over time, its like any other skill, the more you do the more you learn.

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37ff2a No.29138

>>29056

>Approaches

>Algorithms

Seems like two differing concerns to me. There are some good C++ books out there about dealing w/ large development and how to manage the complexity of it. But all you really need to begin with is some good advice you can find on the isocpp super faq. At the very least separate your files into declaration/interface (.h) and implementation (.cpp) files.

As far as the algorithms are concerned, trying to stick with the standard ones like std::find etc. to begin with is your best choice.

Try to stay as standards-based as possible and you'll be good to go.

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a7bbc4 No.29231

I'm not sure if this is what you're exactly looking for, but this guy released his book in Web Format for free:

http://gameprogrammingpatterns.com/contents.html

I haven't yet decided if this is a great book yet, since I've recently started to have some inner conflicts with OOP designs, but if you don't care about that, it's probably a good book for you.

There's also this huge ass compendium of information:

http://www-cs-students.stanford.edu/~amitp/gameprog.html

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