Rolling Pixels: Returning to Cpp

An old coder’s new game dev adventures!

MadJay Zero
3 min readSep 13, 2023

You know the saying…if you don’t hear from me, I’m working. It’s true for me, which isn’t always good in today’s world of attention currency. I’ve had fun with DragonRuby, Defold, and Lua. It is only as I edit this update that I understand why those tools aren’t working for me. I bet there are folks who make some amazing games and prototypes with them, and I’ve got no negative criticism of the tools. One of the strong pulls on this project is to return to using C++; I miss developing in it.

Wizard Time!

So that’s where my time has been spent. Getting the MFing compiler set up and recognizing SDL libraries on my MacOS. Doing CMAKE vs. Make bullshit. Then there’s finding relevant tutorials for not-a-beginner programmers and reference source code that actually compiles -wait, sorry, the CMAKE file was off my libra…🤬

Anyways. It’s good to be back! To do it again, I’d abandon my Mac for a *nix setup — which I’ll be doing over the next few months(any suggestions?!) My initial reading would include the SDL2 online docs for installation. Turns out they are right, and nearly everyone else was WRONG. 🤷🏾‍♂️ Two books, SDL for Game Programming and Game Programming in C++ were most useful. Remember, I’m not a C++ beginner, a bit rusty, but no beginner. The video tutorials by Pikuma are strong. I quickly moved through the early lessons, but then the lessons moved to an ECS-focused design, which made me cranky; my game may not even need an ECS. There is plenty of reference code to study, and that was useful. If I can only have one source… it would be the Game Programming in C++ book. The later chapters move into OpenGL, but the book has very strong chapters on structural fundamentals. Also, Text > Video for me. I would still pick a couple of frameworks to play and practice with, like Lua and Defold. I would have started work in C++ sooner, though.

Here’s what I’ve got this morning. I’m using free art assets from craftpix.net and Itch.io. I have a Sprite GameObject that uses composition. Robert Nystrum makes a compelling argument about using composition to add functionality and abilities. Input handling, animation, and an object for backgrounds (there are three below). Next, I’ll add some simple logging or pull in a library for it. I’ll review ImGUI. Then I’m onto making prototypes to figure out if my Wizard Time idea has any fun in it, what’s its shape and get it out of my head.

ICYMI — you can still read my intro post.

Catch ya next update!

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MadJay Zero

Freelance game designer, professional gamemaster, and host of the Diceology podcast. I throw dice at the world. https://playfearless.substack.com/