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Tetris Tutorials..

Started by HellRiZZer Apr 18, 2004 at 1:52 AM 6 replies 1.3k views
Original Post
HellRiZZer
HellRiZZer
Hi guys/gals, I''ve just done first 5 tutorials in Tetris Game series and I was wondering if some of you can read them and give some constructive criticism (of any - I''m sure there is some ) on them. The tutorials page is at: http://acolyte.ozforces.com.au/tutorials.html Thanks a lot and hope to hear from you soon. " Do we need us? "

Ionware Productions - Games and Game Tools Development

Calexus
Calexus
I don’t have time to read it right now but at a first look i think it looks OK.
I’ll read it later and post some comments.
Exitus Acta Probat
HellRiZZer
HellRiZZer
quote:
Original post by Calexus
I don’t have time to read it right now but at a first look i think it looks OK.
I’ll read it later and post some comments.



Hummm.. Maybe I should''ve posted in Beginners forum?
If there''s going to be a Forum Moderator looking this thread, can you please move it to Beginners forum, so I won''t cross post, please?




" Do we need us? "


Ionware Productions - Games and Game Tools Development

sark
sark
I had a quick look through and heres a few things that caught my eye:

- There are some "new"s without corresponding "delete"s, remember as a general rule whoever allocated memory should be responsible for deleting it, and prefer to allocate on the stack as you don''t need to worry about delete then.

- Use preformatted text or get one of those nifty source code highlighters to show code on the web, the lack of tab spaces makes it hard to read

- Use tetrisblock->CanMove(direction) as oppose to tetrisblock->Move(direction, IAmNotActuallyMovingButIWantToCheckIfICanMove) to check if the block can move, it just makes for more readable code

- I would drop XML and templates. XML is a bit too much overkill for tetris, templates are good but like XML it is a little advanced for your target audience - beginners.

- I cringed when i saw "... Skip OpenGL Initialization routines" in your InitGL function, whats the point of writing a tutorial if you are going to glaze over important parts of code

- In your checking for input function you use numbers instead of the VK_ definitions. A beginner doesn''t know where the hell these numbers came from or what they represent.

- No offense, but everything seems to be poorly explained. Writing a good tutorial is a lot more difficult than it seems. I haven''t looked at the downloadables so i don''t know if it''s any better in there.
HellRiZZer
HellRiZZer
quote:
Original post by sark
I had a quick look through and heres a few things that caught my eye:

- There are some "new"s without corresponding "delete"s, remember as a general rule whoever allocated memory should be responsible for deleting it, and prefer to allocate on the stack as you don''t need to worry about delete then.



You''re right here, but for starter''s tutorial - who cares?

quote:

- Use preformatted text or get one of those nifty source code highlighters to show code on the web, the lack of tab spaces makes it hard to read



I will use them.

quote:

- Use tetrisblock->CanMove(direction) as oppose to tetrisblock->Move(direction, IAmNotActuallyMovingButIWantToCheckIfICanMove) to check if the block can move, it just makes for more readable code



I think you aren''t right here. Beginners will be lost in a debris of different functions, and I don''t want that.

quote:

- I would drop XML and templates. XML is a bit too much overkill for tetris, templates are good but like XML it is a little advanced for your target audience - beginners.



Methinks you aren''t right here either. XML is easy to read and it is similar to HTML & it has hierarchy, so it is a good example to use it.

quote:

- I cringed when i saw "... Skip OpenGL Initialization routines" in your InitGL function, whats the point of writing a tutorial if you are going to glaze over important parts of code



I''m not writing an OpenGL tutorial. If they aren''t familiar with OpenGL, then what''s the point for them to read my tutorial if they don''t know how to display a simple triangle/quad?

quote:

- In your checking for input function you use numbers instead of the VK_ definitions. A beginner doesn''t know where the hell these numbers came from or what they represent.



Yep, you are right. I should''ve mentioned ASCII codes for keyboard... My bad..

quote:

- No offense, but everything seems to be poorly explained. Writing a good tutorial is a lot more difficult than it seems. I haven''t looked at the downloadables so i don''t know if it''s any better in there.


Hmmm.. Maybe you are right, I don''t know, that''s my second attempt at writing tutorials, but the audience I''m targeting at is close to my own - know C++ decently enough + OpenGL/DirectX.
Not for COMPLETE newbies, of course. E.g I''m trying to pass my knowledge to those that DO know something already, but want to know how to write after that a simple tetris game.

Thanks for response anyway, I''ll use it as future reference.


" Do we need us? "


Ionware Productions - Games and Game Tools Development

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