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.,

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