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    1. COI was hoping for something a little more specific than "gamedev". That black art of game programming... is pretty terrible. It mostly describes how the game should appear to the end user, and in a rather rigid fashion (play a death animation with lots of sounds and stuff, then display a high score screen!). It describes a basic event loop, but I was hoping for something a little more complicated than how to write a 200-line game in a single file. That I can do. I didn't quite mean THAT simple. I can't tell if it was written by a 15 year old, or a 60 year old PhD prof trying to act "teh" cool.
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    2. COI guess I got a little carried away there. I'll dig through it a bit more, there might be some gems later on, but the first bit isn't of much use. Yes, I'm programming on linux for this particular project... it's just so much easier to get the libraries I need installed properly. But I jump back and forth but between windows and Ubuntu... but design principles aren't really OS-dependent anyway. Anyway.. thanks, I'll look through it more.
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    3. CONo worries. If you're looking for more level of detail, it may be helpful to provide more info on *what kind* of game your making. I'd imagine that, say, real-time-strategy games have quite different code-structure than first-person-shooters, or puzzle-games, or whatever. As another suggestion: there are (of course) open-source games of any genre, so you can look to them for guidance. Personally, I can never make heads or tails of the source code, but maybe you're more adept. :) [And yeah, I was embarrassed by the "black art" thing, but it seemed appropriate at the time? :)]
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