On Thu, Feb 21, 2008 at 8:33 PM, Arne Babenhauserheide <[EMAIL PROTECTED]>
wrote:

>
> So now I'd like to ask you: What does a gaming library require to be
> considered reasonably full featured (for 2D games)?
>
>
I agree with what Richard said. My suggestion is to write a few simple games
and follow the DRY (Don't Repeat Yourself) rule. The engine will fall into
place from that activity as you'll see what is common and what isn't.

There are some things that are common to many games:

   1. Resource management, in the form of image / sound / media loading
   and caching.
   2. Most games have some sort of high level state, such as "attract
   mode", "playing", "paused", "setting options", etc. That can be quite tricky
   to get right, but I've found that's something that I do use time and time
   again.
   3. A natural generalisation from 2 is a state machine library. It
   isn't a "must have", but if you have one then it can simplify a lot of
   coding.

If there's any interest then I will find some time over the next few days to
tidy up my state machine code and post it, along with an example or two.

--- Rod

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