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1  Game Development / Newbie & Debugging Questions / Re: Catacomb Snatch design questions on: 2012-02-28 16:57:02
Note: this was written before Orangy Tang's answer

Thanks for the answers! But I don't find them very useful, unfortunately.

I understand you saying me "start by doing small stuff", but I already did that. My English is not the best and I should have chosen other words than "start coding games". Indeed my experience in game programming is small as I'm starting but it's not zero as well. I'm coding my game for six months now (purely casually, hence the long process), and I've been writing simulation renderers for another 5 years (in AWT).

I understand the factor "limited time" to develop it and I thank you for the indication of Notch's philosophy about accessors: I read his blog and found out what he meant.

Regarding the engine, I'll stick with AWT for the moment, not that Slick (which I also tested) is bad: I just want to start with what I know best.

In that context, I hope my questions make more sense and may actually find answers about how Mojang designed their Catacomb Snatch.  Smiley
2  Game Development / Newbie & Debugging Questions / Catacomb Snatch design questions on: 2012-02-28 13:56:52

I'm starting the development of games under Java and I essentially come from the Business Java (Java EE, Spring, etc.).

I have have average knowledge in AWT/Swing.

I wanted to take a look at the source code of Catacomb Snatch (for which I proudly donated previous week-end) to help me start coding games and I have a few questions about it. I guess everything is related to performance or something like that. On top of that, they had only 60 hours, but I'm quite intrigued by half of their design choices.
  • Why doesn't Mojang use the standard tools of AWT such as BufferedImage but uses a kind of buffer (with their class Bitmap) without going through the AWT paint/update methods? Where can I find more information about this?
  • Why did they rewrite half of AWT for this game (Keys are handled differently, for instance)?
  • Why is there no kind of Manager?
  • Why are nearly all fields public? (and broader: why is nearly none of the  "good practices" ever used?)
  • Why is every art loaded at start rather than lazily?

There is probably something that explains all this, but I just couldn't find anything about it. If such resource exists, could you point me to it?

It's ok if not all questions find answers, I'll try to do it myself then.

Thanks a lot in advance Smiley
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