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Depth of explanations/basics in "01-first.pod" #7

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Su-Shee opened this issue Jan 24, 2011 · 0 comments
Open

Depth of explanations/basics in "01-first.pod" #7

Su-Shee opened this issue Jan 24, 2011 · 0 comments

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@Su-Shee
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Su-Shee commented Jan 24, 2011

Don't defer explanations: Either explain here and now what in SDL/gaming context is

  • the attached screen to the video device
  • a surface (is it different from e.g. Cairo surfaces?)
  • a window (is it the same "window" definition as I would open with Gtk?)
  • how they relate to each other
  • which one is the "thing to draw the game on"
  • what does it make "game-ish"? Is there anything special about a SDL window and/or surface and/or screen?

If necessary draw comparisons to non-game GUI programming and emphasize how they might differ.

If people start with game programming, the jargon and the underlying concepts are important to understand. They might come from a GUI programming background though and understand certain things better if you compare similarities and differences.

Example: "As you can see, SDL opens a simple window if you call App->new. This is not the same kind of window as you'd open with Gtk::Window->new, because SDL's "window" already come with a "surface" attached to them. The "surface" is - similar to many libraries you draw lines with - your canvas to draw your game magic on" ... something along those lines.

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