   Lesson 01 - Design
Note: I've "pulled rank" on this design process (sorry). See my reply here and my thread here. We can get back to design soon [smile].- Andrew RussellI made a basic outline following something similar to gregs SDK framework. It should look rather familiar with perhaps more information provided. Assuming you have seen the SDK design document.If anyone would like to comment, add suggestions, or ask questions please do so in this thread. I just thought I would get the basic outline so that those who want to start working on lesson one have something more concrete to follow.EDIT:I also uploaded this to the repository. You can find it in the lesson01 docs folder.Also, if no one has any serious objections I can code the basic work up when ever, and then we can start working with it until we get what we like.[Edited by - Andrew Russell on June 10, 2006 12:10:14 AM]
  Do we need the Win32 crap or can we make this design simpler?   ;  I suppose we could put the Win32 related stuff into the application and just use the OpenGLContext.The reason I came up with a modular design such as this, was to make the lessons more modular. Which was talked about, in return this will make them easier to understand and more clean looking. If this is perhaps too much for a first lesson, we can definitely tone it down though.I think we kind of need the Win32 stuff, for windows as least. How else would we draw it? We could use another library but that might confuse new people.   ;  Do we really have to separate the OpenGLContext form the window? I think it's much more easy to create one class doing both, because we need different implementations of both for every platform anyway...Shall the design of lesson1 code be (nearly)the same as in the SDK?And furthermore I was thinking about how to realize input handling and tht would fit into the window-class as well, in the SDK we should provide similar input methods for all platforms to make it easier to use, I think.So that means we have to standarize Keycodes and mouse handling for linux/win/mac...but that's probably worth another thread.   ;Quote:Original post by CasteDo we really have to separate the OpenGLContext form the window? I think it's much more easy to create one class doing both, because we need different implementations of both for every platform anyway...Shall the design of lesson1 code be (nearly)the same as in the SDK?And furthermore I was thinking about how to realize input handling and tht would fit into the window-class as well, in the SDK we should provide similar input methods for all platforms to make it easier to use, I think.So that means we have to standarize Keycodes and mouse handling for linux/win/mac...but that's probably worth another thread.The reason I went with the design to separate the OpenGLContext from the Window was because of how the SDK was laid out. If you look at the SDK design document you will see it is very similar which I thought would be good.The idea of the SDK to my knowledge is that you should be able to make the SDK after you have finished all of the lessons.As for the input, I don't think that matters too much for lesson one, its just to create an opengl window, so yes it probably deserves a separate thread. [grin]Quote:Original post by RavuyaDo we need the Win32 crap or can we make this design simpler?I did some searching online to find a few libraries we could use to eliminate Win32.We could perhaps do the lesson in various ways. For example we could have one example that uses Win32. Along with an example without any Win32, using something like GLFW, FreeGLUT, or even SDL.On another note, since the Win32 related stuff is kept inside the window object it does allow us encapsulate stuff. Which should make it easier for someone without any Win32 experience.Plus, it is just making a window, we aren't really making a game yet. I really don't think it will require much effort to port some of the simpler examples to various operating systems. That will be more clean looking, and more easy to follow for someone who is new any ways.[Edited by - DevLiquidKnight on June 9, 2006 1:13:30 PM];  While I appreciate the enthusiasm, I think the main problem is that we haven't clearly worked out our actual specification for Lesson One. All we have is that it will be about Window Setup (and that's only because I picked it so we could get the ball rolling).So, leaping into creation of a design now, we don't have any criteria that can be used to determine if we actually have a good design or not.Not to mention, UML is typically last stage of design before moving on with implementation - it's partially implementation already - so I think we're really ahead of ourselves here.I've created a new thread over here so we can roll back a bit and work out a more detailed specification before we actually start on design.   