Original Post
Hi everybody. I've been programming for quite sometime, making games for a much shorter time. I'm curious about design of small to medium sized games. In the past (with SDL), I've used a class with virtual functions for managing game states. It was cool, but it was also a little taxing. I've also used a design from a book (SDL) where everything is derived from a main class so you can send messages back and forth, similar to this: http://archive.gamed...features/tandp/. I'm curious how other programmers manage states, and when is it a good idea to use design patterns.
edit: This is the game state thing i was using: http://gamedevgeek.com/tutorials/managing-game-states-in-c/. I'm just kind of new to OO programing, so I'd like to know how other people do these things. There are some very complex designs you can get into, and it can get kind of confusing to know what you need.
edit: This is the game state thing i was using: http://gamedevgeek.com/tutorials/managing-game-states-in-c/. I'm just kind of new to OO programing, so I'd like to know how other people do these things. There are some very complex designs you can get into, and it can get kind of confusing to know what you need.