Let's discuss some high level concepts that will help us move forward with development.
Target Audience
As of now, we can easily target 2D games. That might be a good place to keep our focus.
Current Status
We currently can collect simple user input events (arrow keys, mouse) and do simple drawing. We have a concept of a "game object". These are only primitives though.
Resources available:
We have the existing SDL events system which includes an tried-and-tested event queue and allows for custom events.
We also have a handful of other features cooked into SDL like threads, timers, haptic feedback, etc.
Open Questions
What is the developer experience? How much hand-holding should Falcon do? What other assumptions should Falcon make about target games?
With those questions in mind, what should the high level architecture look like?
What paradigms should we adopt? Event/data driven? Object oriented? Functional?
Let's discuss some high level concepts that will help us move forward with development.
Target Audience
As of now, we can easily target 2D games. That might be a good place to keep our focus.
Current Status
We currently can collect simple user input events (arrow keys, mouse) and do simple drawing. We have a concept of a "game object". These are only primitives though.
Resources available:
We have the existing SDL events system which includes an tried-and-tested event queue and allows for custom events.
We also have a handful of other features cooked into SDL like threads, timers, haptic feedback, etc.
Open Questions
What is the developer experience? How much hand-holding should Falcon do? What other assumptions should Falcon make about target games?
With those questions in mind, what should the high level architecture look like?
What paradigms should we adopt? Event/data driven? Object oriented? Functional?