Hi Ben, Well, there is a certain amount of logic involved in where to start. For example, if I was going to start writing a game today I would declare or create all the base classes containing all the variables and functions required by the people, places, and things used in my project. Next, I would create all the global objects that references those classes. After that I'd have to have some initialization function that initializes those objects, and so on. Since every C++ application starts with the main function I would have to define the main function, and place in it all of my initialization code to load and start the program and launch the main loop, etc. As you might have guessed everything is built upon everything else. Before you can build the house, in this case the program, you have to build the foundation first. Here is a C++ example using my G3D engine to demonstrate what I mean.
// Declare audio and window class objects G3D::Audio g_audio; G3D::Window g_window; // Name: main (void). // Description: Entry point for the application. int main () { // Draw the application window g_window.InitializeWindow (800, 600, 32); // Set the window title g_window.SetTitle ("Tomb Hunter I","tomb.ico"); // Initialize keyboard support g_window.InitializeKeyboard (); // Initialize joystick support g_window.InitializeJoystick (); // Initialize mouse support g_window.InitializeMouse (); // Initialize the audio support g_audio.InitializeAudio (g_window.GetHandle ()); // Enter the master game loop while (running) { // Process game events } // Exit the program return EXIT_SUCCESS; } What we have here is a typical main function that initializes various subsystems like the application window, input, audio, etc. However, obviously if those classes such as the Window and Audio class did not exist I could not initialize them with the main function. Therefore the logical place to start would be to go ahead and write the Window and Audio classes so I could actually initialize them with main(). It really isn't difficult to figure out where to start if you think about programming the same way you would build a house, car, or anything else. You have to make the smaller parts, the little pieces, before you can tie it all together and make something out of it. Does that make sense? HTH On 12/18/10, Ben <gamehead...@aol.co.uk> wrote: > its not that. i mean i tried to start small but didn't know where to > begin., --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.